/** * Add a new group. */ public void NewGroup(string InName, GameObject[] InObjects) { Group newGroup = new Group(InName, InObjects, false, false); if (sceneGroups != null) { ArrayExt.Add <Group>(ref sceneGroups, newGroup); } else { sceneGroups = new Group[] { newGroup }; } }
/** * Remove group at index @i from the container list. */ public void RemoveGroup(int i) { sceneGroups[i].RemoveNullOrEmpty(); foreach (GameObject obj in sceneGroups[i].objects) { #if UNITY_3_5 obj.active = true; #else obj.SetActive(true); #endif obj.hideFlags = 0; } ArrayExt.RemoveAt(ref sceneGroups, i); }
/** * Remove @InObjects from objects. */ public void RemoveObjects(GameObject[] InObjects) { ArrayExt.Remove(ref objects, InObjects); }
/** * Remove @InObject from objects. */ public void RemoveObject(GameObject InObject) { ArrayExt.Remove(ref objects, InObject); }
/** * Add @InGameObjects to the list of objects in this group. */ public void AddObjects(GameObject[] InObjects) { ArrayExt.AddRange(ref objects, InObjects); objects = objects.Distinct().ToArray(); }