/// <summary> /// Returns whether the current gameobject contains any transitions. /// </summary> /// <param name="gameObject"></param> /// <returns></returns> public static bool ContainsTransition(UnityEngine.GameObject gameObject) { var transitionBases = gameObject.GetComponents<TransitionBase>(); return transitionBases.Length != 0; }
static List<TransitionBase> TransitionOut(UnityEngine.GameObject gameObject, bool isRecursiveCall) { var transitionBases = gameObject.GetComponents<TransitionBase>(); var transitionList = new List<TransitionBase>(); var callRecursive = false; // transition out transition items. foreach (var transitionBase in transitionBases) { // if first invoked on this gameobject, or don't need to trigger direct transition direct. if (transitionBase.isActiveAndEnabled && (isRecursiveCall == false || !transitionBase.TransitionOutConfig.MustTriggerDirect)) { transitionBase.TransitionOut(); transitionList.Add(transitionBase); // if we should transition children then set recursive flag if (transitionBase.TransitionOutConfig.TransitionChildren) callRecursive = true; } } // if no transition items, or recursive call then process all child gameobjects if (transitionBases.Length == 0 || callRecursive) { for (var i = 0; i < gameObject.transform.childCount; i++) { var transform = gameObject.transform.GetChild(i); transitionList.AddRange(TransitionOut(transform.gameObject, true)); } } return transitionList; }