public void Update() { if (Hiding || Time.realtimeSinceStartup - m_timeOfLastSceneUpdate < UPDATE_INTERVAL) { return; } RefreshSceneSelector(); if (!m_selectedSceneObject) { if (m_currentScene != default) { #if CPP SetSceneObjectList(SceneUnstrip.GetRootGameObjects(m_currentScene.handle)); #else SetSceneObjectList(m_currentScene.GetRootGameObjects()); #endif } } else { RefreshSelectedSceneObject(); } }
public void SetTargetScene(Scene scene) { if (scene == default) { return; } m_currentScene = scene; #if CPP GameObject[] rootObjs = SceneUnstrip.GetRootGameObjects(scene.handle); #else GameObject[] rootObjs = scene.GetRootGameObjects(); #endif SetSceneObjectList(rootObjs); m_selectedSceneObject = null; if (m_backButtonObj.activeSelf) { m_backButtonObj.SetActive(false); m_mainInspectBtn.SetActive(false); } m_scenePathText.text = "Scene root:"; //m_scenePathText.ForceMeshUpdate(); }