public void SetParent(Transform p, CutSceneUnit u) { parent = p; positionPool = parent.GetComponent <PositionPool> (); unit = u; transform.localScale = positionPool.transform.localScale; }
void OnSceneGUI() { #if UNITY_EDITOR var unit = target as HierarchySystem; posPool = unit.GetComponentInParent <PositionPool>(); ApplyShortCut(unit); ApplyVisualization(unit); #endif }
public Position Push(Position?parent) { var child = PositionPool.Push(); child.Parent = parent; //[Init] child.State = this; child.Clear(); return(child); }
public void Pop(ref Position child) { child.Parent = default; PositionPool.Pop(ref child); }
protected void displayPositionPool() { PositionPool.DisplayActive(); }