static void revertDepthedTransforms(Transform _t, float fFudge) { var vDiff = IsoMap.vDepthFudge(fFudge); #if UNITY_EDITOR UnityEditor.Undo.RecordObject(_t, "DepthedTransform"); #endif _t.Translate(vDiff, Space.World); }
static float applyDepthToTranforms(Transform _t, float fFudge) { var vDiff = IsoMap.vDepthFudge(fFudge); #if UNITY_EDITOR UnityEditor.Undo.RecordObject(_t, "DepthedTransform"); #endif _t.Translate(-vDiff, Space.World); return(fFudge); }
public Vector3 GetPosition_WithoutFudge() { return(transform.position - IsoMap.vDepthFudge(fDepthFudge, IsometricAngle)); }
public void Undo_PositionOffset(Vector3 _newOffset) { UnityEditor.Undo.RecordObject(transform, "Iso2DObject : LocalOffset"); transform.position = _newOffset + IsoMap.vDepthFudge(fDepthFudge, IsometricAngle); }