private static void GetObjectsRecurse(Transform root, List <GameObject> arr) { arr.Add(root.gameObject); foreach (Transform root2 in root) { SceneModeUtility.GetObjectsRecurse(root2, arr); } }
public static GameObject[] GetObjects(UnityEngine.Object[] gameObjects, bool includeChildren) { List <GameObject> arr = new List <GameObject>(); if (!includeChildren) { foreach (GameObject gameObject in gameObjects) { arr.Add(gameObject); } } else { foreach (GameObject gameObject in gameObjects) { SceneModeUtility.GetObjectsRecurse(gameObject.transform, arr); } } return(arr.ToArray()); }
public static GameObject[] GetObjects(UnityEngine.Object[] gameObjects, bool includeChildren) { List <GameObject> list = new List <GameObject>(); if (!includeChildren) { for (int i = 0; i < gameObjects.Length; i++) { GameObject item = (GameObject)gameObjects[i]; list.Add(item); } } else { for (int j = 0; j < gameObjects.Length; j++) { GameObject gameObject = (GameObject)gameObjects[j]; SceneModeUtility.GetObjectsRecurse(gameObject.transform, list); } } return(list.ToArray()); }
private static void GetObjectsRecurse(Transform root, List <GameObject> arr) { arr.Add(root.gameObject); IEnumerator enumerator = root.GetEnumerator(); try { while (enumerator.MoveNext()) { Transform root2 = (Transform)enumerator.Current; SceneModeUtility.GetObjectsRecurse(root2, arr); } } finally { IDisposable disposable; if ((disposable = (enumerator as IDisposable)) != null) { disposable.Dispose(); } } }