/// <summary> /// Check whether a GameObject is locked /// </summary> /// <param name="user">The functionality user</param> /// <param name="go">GameObject locked status to test</param> /// <returns>Whether the GameObject is locked</returns> public static bool IsLocked(this IUsesGameObjectLocking user, GameObject go) { #if FI_AUTOFILL return(default(bool)); #else return(user.provider.IsLocked(go)); #endif }
/// <summary> /// Set a GameObject's locked status /// </summary> /// <param name="user">The functionality user</param> /// <param name="go">The GameObject to set locked or unlocked</param> /// <param name="locked">Locked or unlocked status</param> public static void SetLocked(this IUsesGameObjectLocking user, GameObject go, bool locked) { { #if !FI_AUTOFILL user.provider.SetLocked(go, locked); #endif } }
/// <summary> /// Check whether a GameObject is locked /// </summary> /// <param name="go">GameObject locked status to test</param> public static bool IsLocked(this IUsesGameObjectLocking obj, GameObject go) { return(isLocked(go)); }
/// <summary> /// Set a GameObject's locked status /// </summary> /// <param name="go">The GameObject to set locked or unlocked</param> /// <param name="locked">Locked or unlocked status</param> public static void SetLocked(this IUsesGameObjectLocking obj, GameObject go, bool locked) { setLocked(go, locked); }