public static bool enter_List_UObj <T>(this ListMetaData meta, ref List <T> list, ref int enteredOne, int thisOne, List <T> selectFrom = null) where T : UnityEngine.Object { var changed = false; if (meta.enter_HeaderPart(ref list, ref enteredOne, thisOne).changes(ref changed)) { meta.edit_List_UObj(ref list, selectFrom).nl(ref changed); } return(changed); }
public bool Inspect() { var changed = false; "Prefab".edit(ref prefab).nl(ref changed); "Inactive: {0};".F(disabled.Count).writeHint(); activeList.edit_List_UObj(ref active).nl(ref changed); return(changed); }