/// <summary> /// Toggles the visibility of a group of GameObjects in the viewport. /// </summary> public void VGOToggleGroupVisibility(int group, bool isVisible) { if (vgos == null) { return; } foreach (KeyValuePair <int, GameObjectAnimator> keyValue in vgos) { GameObjectAnimator go = keyValue.Value; if (go != null && go.group == group) { go.visible = isVisible; GameObject o = go.gameObject; if (o.activeSelf != isVisible) { o.SetActive(isVisible); go.UpdateVisibility(true); go.UpdateTransformAndVisibility(); } } } }
/// <summary> /// Toggles the visibility of a group of GameObjects in the viewport. /// </summary> public void VGOToggleGroupVisibility(int group, bool isVisible) { if (vgos == null) { return; } CheckVGOsArrayDirty(); for (int k = 0; k < vgosCount; k++) { GameObjectAnimator go = vgos[k]; if (go.group == group) { go.visible = isVisible; GameObject o = go.gameObject; if (o.activeSelf != isVisible) { o.SetActive(isVisible); go.UpdateVisibility(true); go.UpdateTransformAndVisibility(); } } } }