GetRootGameObjects() public method

Returns all the root game objects in the scene.

public GetRootGameObjects ( ) : UnityEngine.GameObject[]
return UnityEngine.GameObject[]
コード例 #1
0
        private IEnumerator AnalyzeBundleScene(UnityEngine.SceneManagement.Scene scene)
        {
            yield return(new WaitForEndOfFrame());

            UnityEngine.SceneManagement.Scene defaultScene = SceneManager.GetActiveScene();
            SceneManager.SetActiveScene(scene);

            BundleSceneInfo info = m_BundleSceneInfos.Peek();

            if (info.sceneName != scene.name)
            {
                Debug.LogError("What's scene? " + scene.path);
                yield break;
            }

            AssetBundleFilesAnalyze.AnalyzeObjectReference(info.fileInfo, RenderSettings.skybox);
            GameObject[] gos = scene.GetRootGameObjects();
            foreach (var go in gos)
            {
                AssetBundleFilesAnalyze.AnalyzeObjectComponent(info.fileInfo, go);
            }
            AssetBundleFilesAnalyze.AnalyzeObjectsCompleted(info.fileInfo);
            SceneManager.SetActiveScene(defaultScene);

            info.ab.Unload(true);
            info.ab = null;
            SceneManager.UnloadScene(scene);
        }
コード例 #2
0
    private void setupGameUI(Scene scene, SceneMode mode)
    {
        string title = this.getLevelName(": ");

        foreach (GO go in scene.GetRootGameObjects())
        {
            UiText[] txts = go.GetComponentsInChildren <UiText>();
            foreach (UiText txt in txts)
            {
                this.issueEvent <MinionCountIface>(
                    (x, y) => x.GetText(out this.minionCountTxt), txt.gameObject);
                if (this.minionCountTxt == null)
                {
                    /* Not the minion count text, therefore(?) the title */
                    txt.text = title;
                }
                else if (this.minionCount == 0)
                {
                    /* No minions in this level, just hide the display */
                    UnityEngine.Transform txtT = this.minionCountTxt.transform;
                    GO txtParent = txtT.parent.gameObject;
                    txtParent.SetActive(false);
                }
                else
                {
                    /* This level has minions! Update the text */
                    this.updateMinionText();
                }
            }
        }
    }
コード例 #3
0
    private static List <GameObject> GetDontDestroyOnLoadRoots()
    {
        List <GameObject> objs = new List <GameObject>();

        if (Application.isPlaying)
        {
            GameObject temp = null;
            try
            {
                temp = new GameObject();
                DontDestroyOnLoad(temp);
                UnityEngine.SceneManagement.Scene dontDestryScene = temp.scene;
                DestroyImmediate(temp);
                temp = null;

                if (dontDestryScene.IsValid())
                {
                    objs = dontDestryScene.GetRootGameObjects().ToList();
                }
            }
            catch (System.Exception e)
            {
                Debug.LogException(e);
                return(null);
            }
            finally
            {
                if (temp != null)
                {
                    DestroyImmediate(temp);
                }
            }
        }
        return(objs);
    }
コード例 #4
0
        /// <summary>
        /// 得到场景的大小
        /// </summary>
        private void CheckSceneInfo(ref Vector3 minPos, ref Vector3 maxPos)
        {
            List <Collider> list = new List <Collider>();

            GameObject[] ArrRoot = scene.GetRootGameObjects();
            for (int i = 0; i < ArrRoot.Length; ++i)
            {
                if (ArrRoot[i].layer == LayerMask.NameToLayer("Floor"))
                {
                    Collider[] arrCollider = ArrRoot[i].GetComponentsInChildren <Collider>();
                    for (int j = 0; j < arrCollider.Length; ++j)
                    {
                        list.Add(arrCollider[j]);
                    }
                }
            }
            if (list.Count > 0)
            {
                Bounds groundBound = new Bounds(Vector3.zero, Vector3.zero);
                for (int i = 0; i < list.Count; i++)
                {
                    groundBound.Encapsulate(list[i].bounds);
                }
                minPos = groundBound.min;
                maxPos = groundBound.max;
            }
        }
コード例 #5
0
    static private void HandleOneScene(string assetsPath)
    {
        UnityEngine.SceneManagement.Scene s = EditorSceneManager.OpenScene(assetsPath);

        GameObject goFrom = null;
        GameObject goTo   = null;

        GameObject[] gos = s.GetRootGameObjects();

        foreach (GameObject go in gos)
        {
            if (go.name == MonstersNodeName)
            {
                goFrom = go;
            }
            else if (go.name == ConfigsNodeName)
            {
                goTo = go;
            }
        }

        if (goFrom != null)
        {
            if (goTo != null)
            {
                GameObject.DestroyImmediate(goTo);
            }
            goTo = new GameObject(ConfigsNodeName);
            goTo.transform.localScale       = Vector3.one;
            goTo.transform.localPosition    = Vector3.zero;
            goTo.transform.localEulerAngles = Vector3.zero;
            TransferGo(goFrom, goTo);
            EditorSceneManager.SaveScene(s);
        }
    }
コード例 #6
0
    static int GetRootGameObjects(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1)
            {
                UnityEngine.SceneManagement.Scene obj = (UnityEngine.SceneManagement.Scene)ToLua.CheckObject(L, 1, typeof(UnityEngine.SceneManagement.Scene));
                UnityEngine.GameObject[]          o   = obj.GetRootGameObjects();
                ToLua.Push(L, o);
                ToLua.SetBack(L, 1, obj);
                return(1);
            }
            else if (count == 2)
            {
                UnityEngine.SceneManagement.Scene obj = (UnityEngine.SceneManagement.Scene)ToLua.CheckObject(L, 1, typeof(UnityEngine.SceneManagement.Scene));
                System.Collections.Generic.List <UnityEngine.GameObject> arg0 = (System.Collections.Generic.List <UnityEngine.GameObject>)ToLua.CheckObject(L, 2, typeof(System.Collections.Generic.List <UnityEngine.GameObject>));
                obj.GetRootGameObjects(arg0);
                ToLua.SetBack(L, 1, obj);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.SceneManagement.Scene.GetRootGameObjects"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #7
0
    // Find all assets
    void OnWizardOtherButton()
    {
        List <ParticleEmitter> results = new List <ParticleEmitter>();

        for (int i = 0; i < EditorSceneManager.sceneCount; i++)
        {
            UnityEngine.SceneManagement.Scene scene = EditorSceneManager.GetSceneAt(i);
            GameObject[] roots = scene.GetRootGameObjects();
            foreach (GameObject root in roots)
            {
                ParticleEmitter[] emitters = root.GetComponentsInChildren <ParticleEmitter>(true);
                results.AddRange(emitters);
            }
        }
        components = results.ToArray();

        string[] prefabGUIDs = AssetDatabase.FindAssets("t:ParticleEmitter");
        prefabs = new ParticleEmitter[prefabGUIDs.Length];
        for (int i = 0; i < prefabGUIDs.Length; i++)
        {
            prefabs[i] = AssetDatabase.LoadAssetAtPath <GameObject>(AssetDatabase.GUIDToAssetPath(prefabGUIDs[i])).GetComponent <ParticleEmitter>();
        }

        UpgradeAll();
    }
コード例 #8
0
    private IEnumerator <float> LoadScene_Coroutine(string scene, Action callback)
    {
        //Unload other scene
        if (currentSceneScript != null)
        {
            currentSceneScript.OnSceneStop();
            UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(currentScene);
            currentSceneScript = null;
        }

        AsyncOperation asyncOp = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(scene, UnityEngine.SceneManagement.LoadSceneMode.Additive);

        yield return(Timing.WaitUntilDone(asyncOp));

        currentScene = UnityEngine.SceneManagement.SceneManager.GetSceneByName(scene);
        GameObject sceneGO = currentScene.GetRootGameObjects().Where((arg1) => arg1.GetComponentInChildren <BRScene>() != null).FirstOrDefault();

        if (sceneGO != null)
        {
            currentSceneScript = sceneGO.GetComponentInChildren <BRScene>();
        }
        else
        {
            Debug.LogException(new SceneManagerLoadException(scene, "Scene does not have a root object with a script extending BRScene..."));
        }

        callback?.Invoke();
    }
コード例 #9
0
    /// <summary>
    /// 分析当前场景的数据信息
    /// </summary>
    void AnalyzeCurrentScene()
    {
        string root_name = ED_SceneManagement.EditorSceneManager.GetActiveScene().name;

        EN_SceneManagement.Scene scene            = ED_SceneManagement.EditorSceneManager.GetActiveScene();
        GameObject[]             gobjs            = scene.GetRootGameObjects();
        SceneGroupObjInfo        scene_group_info = new SceneGroupObjInfo(scene.name);

        for (int j = 0; j < gobjs.Length; j++)
        {
            GameObject root_obj  = gobjs[j];
            Transform  root_tran = root_obj.transform;

            GroupObjInfo group_obj_info = new GroupObjInfo(null, scene_group_info);

            for (int i = 0; i < root_tran.childCount; i++)
            {
                Transform child = root_tran.GetChild(i);
                if (child.gameObject.activeSelf)
                {
                    AnalyzeGroup(group_obj_info, child);
                }
            }

            scene_group_info.Add_Group_Info(group_obj_info);
        }

        scene_group_obj_info = scene_group_info;
    }
コード例 #10
0
ファイル: SceneTools.cs プロジェクト: FlechitUp/IHC
            public static List <T> GetAllComponents <T>(UScene scene, bool allowAtEditTime = false)
            {
                if (!Application.isPlaying && !allowAtEditTime)
                {
                    throw new ArgumentException("Allow At EditTime arguments is false, please note that changes to components made at runtime will most likely be non-revertable, set the argument as true if you are sure of what you are doing and make a backup of you scene first !");
                }

                List <T> list = new List <T>();

                if (scene.isLoaded)
                {
                    var roots = scene.GetRootGameObjects();

                    for (int y = 0; y < roots.Length; y++)
                    {
                        list.AddRange(roots[y].GetNestedComponents <T>());
                    }
                }
                else
                {
                    Debug.LogError(MoeTools.String.Enclose(scene.name) + " must be loaded to be able to get its components");
                }

                return(list);
            }
コード例 #11
0
    static private void HandleOneSceneBack(string assetsPath)
    {
        UnityEngine.SceneManagement.Scene s = EditorSceneManager.OpenScene(assetsPath);

        GameObject goFrom = null;
        GameObject goTo   = null;

        GameObject[] gos = s.GetRootGameObjects();

        foreach (GameObject go in gos)
        {
            if (go.name == MonstersNodeName)
            {
                goFrom = go;
            }
            else if (go.name == ConfigsNodeName)
            {
                goTo = go;
            }
        }

        if (goFrom != null)
        {
            BackGo(goFrom, goTo);
            EditorSceneManager.SaveScene(s);
        }
    }
コード例 #12
0
 public static void shaderToLightmap()
 {
     UnityEngine.SceneManagement.Scene s = EditorSceneManager.GetActiveScene();
     GameObject[] objs = s.GetRootGameObjects();
     for (int k = 0; k < objs.Length; k++)
     {
         GameObject     go      = objs[k];
         MeshRenderer[] meshRds = go.GetComponentsInChildren <MeshRenderer>();
         for (int i = 0; i < meshRds.Length; i++)
         {
             //检测MeshRenderer组件
             changeToLightmapShader(meshRds[i]);
         }
         SkinnedMeshRenderer[] skinedMeshRds = go.GetComponentsInChildren <SkinnedMeshRenderer>();
         for (int i = 0; i < skinedMeshRds.Length; i++)
         {
             //检测MeshRenderer组件
             changeToLightmapShader(skinedMeshRds[i]);
         }
     }
     EditorSceneManager.SaveScene(s);
     foreach (KeyValuePair <GameObject, bool> item in _dic_is_static)
     {
         item.Key.isStatic = item.Value;
     }
     _dic_is_static.Clear();
 }
コード例 #13
0
 public static void shaderToDiffuse()
 {
     _dic_is_static.Clear();
     UnityEngine.SceneManagement.Scene s = EditorSceneManager.GetActiveScene();
     GameObject[] objs = s.GetRootGameObjects();
     for (int k = 0; k < objs.Length; k++)
     {
         GameObject go = objs[k];
         if (go.name == "Scene")
         {
             SetAllChildrenStatic(go, false);
             MeshRenderer[] meshRds = go.GetComponentsInChildren <MeshRenderer>();
             for (int i = 0; i < meshRds.Length; i++)
             {
                 //检测MeshRenderer组件
                 changeToDiffuseShader(meshRds[i]);
             }
             SkinnedMeshRenderer[] skinedMeshRds = go.GetComponentsInChildren <SkinnedMeshRenderer>();
             for (int i = 0; i < skinedMeshRds.Length; i++)
             {
                 //检测MeshRenderer组件
                 changeToDiffuseShader(skinedMeshRds[i]);
             }
         }
     }
     EditorSceneManager.SaveScene(s);
 }
コード例 #14
0
 public void initSceneInteractiveObjects(UnityEngine.SceneManagement.Scene scene, GameObject[] rootObjects = null)
 {
     if (rootObjects == null)
     {
         rootObjects = scene.GetRootGameObjects();
     }
     initInteractiveObjects(scene.name, rootObjects);
 }
コード例 #15
0
        private void InitialOneScene(UnityEngine.SceneManagement.Scene scene)
        {
            GameObject[] roots = scene.GetRootGameObjects();
            int          c1    = 0;
            int          c2    = 0;
            int          c3    = 0;
            int          total = 0;

            for (int i = 0; i < roots.Length; i++)
            {
                GameObject          obj = roots[i];
                UnityEngine.Terrain t   = obj.GetComponent <UnityEngine.Terrain>();
                if (t == null)
                {
                    Transform[] trans = obj.GetComponentsInChildren <Transform>(true);
                    for (int j = 0; j < trans.Length; j++)
                    {
                        GameObject child = trans[j].gameObject;

                        Vector2 pos = new Vector2(trans[j].position.x, trans[j].position.z);

                        if (Math.Abs(pos.x) < 4000 && Math.Abs(pos.y) < 4000 && pos.magnitude > 1)
                        {
                            try
                            {
                                if (child.name.StartsWith("Prop") || child.name.ToLower().StartsWith("stone") || child.name.StartsWith("prop"))
                                {
                                    if (child.layer == UnityLayerManager.GetLayerIndex(EUnityLayerName.SmallthingNear))
                                    {
                                        smallMap.Insert(child, pos);
                                        c1++;
                                    }
                                    else
                                    {
                                        MidMap.Insert(child, pos);
                                        c2++;
                                    }
                                }
                                else
                                {
                                    map.Insert(child, pos);
                                    c3++;
                                }
                                //child.SetActive(false);
                                total++;
                            }
                            catch (Exception e)
                            {
                                _logger.ErrorFormat("culling insert error {0}", e.Message);
                            }
                        }
                    }
                }
            }

            _logger.InfoFormat("culling insert t={4}, s={0},m={1},b={2} at scene {3}", c1, c2, c3, scene.name, total);
        }
コード例 #16
0
ファイル: ProcessScene.cs プロジェクト: giezu/FinalAudition
    public void OnProcessScene(UnityEngine.SceneManagement.Scene scene)
    {
        string path                = EditorUserBuildSettings.GetBuildLocation(EditorUserBuildSettings.activeBuildTarget);
        int    last_slash          = path.LastIndexOf('/');
        string pointCloudDirectory = path.Substring(0, last_slash + 1);

        foreach (var gameObject in scene.GetRootGameObjects())
        {
            PlayableDirector director = gameObject.GetComponent <PlayableDirector>();
            if (director != null)
            {
                if (director.playableAsset != null)
                {
                    TimelineAsset timeline = (TimelineAsset)director.playableAsset;

                    foreach (var track in timeline.GetOutputTracks())
                    {
                        foreach (var clip in track.GetClips())
                        {
                            if (clip.asset.GetType() == typeof(PointCloudClip))
                            {
                                uint clip_start_frame        = (uint)clip.clipIn * 30;
                                uint clip_duration_in_frames = (uint)clip.duration * 30;
                                uint clip_end_frame          = clip_start_frame + clip_duration_in_frames;

                                string[]       files = new string[0];
                                PointCloudClip pcc   = (PointCloudClip)clip.asset;
                                if (Directory.Exists(pcc.template.PointCloudDirectory.Substring(1)))
                                {
                                    files = Directory.GetFiles(pcc.template.PointCloudDirectory.Substring(1));
                                }

                                foreach (var file in files)
                                {
                                    Directory.CreateDirectory(pointCloudDirectory + pcc.template.PointCloudDirectory);

                                    int  last_dot_in_filename   = file.LastIndexOf('.');
                                    int  last_slash_in_filename = file.LastIndexOf('\\');
                                    int  no_length = last_dot_in_filename - last_slash_in_filename - 1;
                                    uint file_no   = UInt32.Parse(file.Substring(last_slash_in_filename + 1, no_length));

                                    if (file_no >= clip_start_frame &&
                                        file_no <= clip_end_frame)
                                    {
                                        if (!File.Exists(pointCloudDirectory + '/' + file))
                                        {
                                            File.Copy(file, pointCloudDirectory + '/' + file);
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
    }
コード例 #17
0
    private void DoCount()
    {
        meshCount = 0;
        hasData   = true;

        foreach (GameObject go in currentScene.GetRootGameObjects())
        {
            CheckForMesh(go);
        }
    }
コード例 #18
0
        internal void DisablePickingNoUndo(Scene scene)
        {
            if (!scene.IsValid())
            {
                return;
            }

            SceneVisibilityState.EnablePicking(scene);
            SceneVisibilityState.SetGameObjectsPickingDisabled(scene.GetRootGameObjects(), true, true);
        }
コード例 #19
0
        private void HideNoUndo(Scene scene)
        {
            if (!scene.IsValid())
            {
                return;
            }

            SceneVisibilityState.ShowScene(scene);
            SceneVisibilityState.SetGameObjectsHidden(scene.GetRootGameObjects(), true, true);
        }
コード例 #20
0
ファイル: EditorUtility.cs プロジェクト: bmjoy/face-nn
 public static void EnumRootObject(EnumTransform cb, object param = null)
 {
     UnityEngine.SceneManagement.Scene s = SceneManager.GetActiveScene();
     GameObject[] roots = s.GetRootGameObjects();
     for (int i = 0, imax = roots.Length; i < imax; ++i)
     {
         Transform t = roots[i].transform;
         cb(t, param);
     }
 }
コード例 #21
0
    public static NetworkManagerSpecific GetLanManager()
    {
        GameObject temp = null;

        temp = new GameObject();
        Object.DontDestroyOnLoad(temp);
        UnityEngine.SceneManagement.Scene dontDestroyOnLoad = temp.scene;
        GameObject[] g        = dontDestroyOnLoad.GetRootGameObjects();
        int          position = 0;

        for (int i = 0; i < dontDestroyOnLoad.rootCount; i++)
        {
            if (g[i].name == "NetworkManagerController")
            {
                position = i;
                break;
            }
        }
        return(dontDestroyOnLoad.GetRootGameObjects()[position].GetComponent <NetworkManagerSpecific>());
    }
コード例 #22
0
 /// <summary>
 /// Returns all root objects of the scene. List is empty if scene is not loaded
 /// </summary>
 /// <param name="sceneID"></param>
 /// <returns></returns>
 public List <GameObject> GetSceneRootObjects(string sceneID)
 {
     if (IsSceneLoaded(sceneID))
     {
         UnityEngine.SceneManagement.Scene scene = UnityEngine.SceneManagement.SceneManager.GetSceneByName(sceneID);
         return(new List <GameObject>(scene.GetRootGameObjects()));
     }
     else
     {
         return(new List <GameObject>());
     }
 }
コード例 #23
0
 public void OnProcessScene(UnityEngine.SceneManagement.Scene scene, BuildReport report)
 {
     // Get all root objects in the scene.
     foreach (GameObject go in scene.GetRootGameObjects())
     {
         // Get all MapObject components for each root object
         foreach (MapObject mapObject in go.GetComponentsInChildren <MapObject>())
         {
             GameObject.DestroyImmediate(mapObject); // Remove it
         }
     }
 }
コード例 #24
0
    private void DestroyDontDestroy()
    {
        GameObject temp = new GameObject();

        UnityEngine.Object.DontDestroyOnLoad(temp);
        UnityEngine.SceneManagement.Scene dontDestroyOnLoad = temp.scene;
        GameObject[] g = dontDestroyOnLoad.GetRootGameObjects();
        for (int i = 0; i < dontDestroyOnLoad.rootCount; i++)
        {
            Destroy(g[i]);
        }
    }
コード例 #25
0
    private SceneBase GetSceneBase(UnityEngine.SceneManagement.Scene scene)
    {
        SceneBase uiSceneBase = null;

        foreach (GameObject obj in scene.GetRootGameObjects())
        {
            uiSceneBase = obj.GetComponent <SceneBase>();
            if (uiSceneBase != null)
            {
                return(uiSceneBase);
            }
        }
        foreach (GameObject obj in scene.GetRootGameObjects())
        {
            uiSceneBase = obj.GetComponentInChildren <SceneBase>();
            if (uiSceneBase != null)
            {
                return(uiSceneBase);
            }
        }
        return(null);
    }
コード例 #26
0
        private int GetAllChildCount(UnityEngine.SceneManagement.Scene scene)
        {
            int c = 0;

            GameObject[] roots = scene.GetRootGameObjects();
            for (int i = 0; i < roots.Length; i++)
            {
                GameObject obj = roots[i];
                c += obj.GetComponentsInChildren <Transform>(true).Length;
            }

            return(c);
        }
コード例 #27
0
        public bool IsPickingDisabled(Scene scene)
        {
            scene.GetRootGameObjects(m_RootBuffer);
            foreach (var rootGameObject in m_RootBuffer)
            {
                if (!SceneVisibilityState.IsHierarchyPickingDisabled(rootGameObject))
                {
                    return(false);
                }
            }

            return(true);
        }
コード例 #28
0
 public static bool GetComponentSingle <T>(this UnityEngine.SceneManagement.Scene s, out T component)
 {
     foreach (GameObject rootGameObject in s.GetRootGameObjects())
     {
         component = rootGameObject.GetComponentInChildren <T>();
         if (component != null)
         {
             return(true);
         }
     }
     component = default(T);
     return(false);
 }
コード例 #29
0
    public void TrackSceneLoaded(string sceneName)
    {
        if (!_enableTracking)
        {
            return;
        }

        UnityEngine.SceneManagement.Scene scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
        GameObject[] roots = scene.GetRootGameObjects();
        for (int i = 0; i < roots.Length; i++)
        {
            TrackSyncRequest(roots[i], sceneName + ".unity");
        }
    }
コード例 #30
0
    public void TrackSceneLoaded(string sceneName)
    {
        UnityEngine.SceneManagement.Scene scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
        if (scene == null)
        {
            return;
        }

        GameObject[] roots = scene.GetRootGameObjects();
        for (int i = 0; i < roots.Length; i++)
        {
            TrackSyncRequest(roots[i], "[scene]: " + sceneName);
        }
    }
コード例 #31
0
ファイル: AreaManager.cs プロジェクト: joebain/GGJ16Kahuna
    private void SwitchToCameraInScene(Scene scene)
    {
        foreach (Camera camera in Camera.allCameras)
        {
            camera.enabled = false;
            camera.gameObject.SetActive(false);
        }

        if (scene.isLoaded)
        {
            foreach (GameObject root in scene.GetRootGameObjects())
            {
                Camera camera = root.GetComponent<Camera>();
                if (camera != null)
                {
                    camera.gameObject.SetActive(true);
                    camera.enabled = true;
                }
            }
        }
    }
コード例 #32
0
        void SelectContext(Scene scene)
        {
            var rootObjects = scene.GetRootGameObjects();
            var sceneContexts = rootObjects
                .SelectMany(x => x.GetComponentsInChildren<SceneContext>()).FirstOrDefault();

            if (sceneContexts != null)
            {
                Selection.activeGameObject = sceneContexts.gameObject;
            }
            else
            {
                var decoratorContexts = rootObjects
                    .SelectMany(x => x.GetComponentsInChildren<SceneDecoratorContext>()).FirstOrDefault();

                if (decoratorContexts != null)
                {
                    Selection.activeGameObject = decoratorContexts.gameObject;
                }
            }
        }
コード例 #33
0
ファイル: SpriteTool.cs プロジェクト: renao/UnityTools
 private void fetchSpritesFromScene(Scene scene)
 {
     scene.GetRootGameObjects().ForEach((rootObject) => {
     fetchSpriteWithScenePath(SpriteToolFormatter.ScenePath(scene), rootObject);
       });
 }