Пример #1
0
 // register ourselves with our scene manager
 internal void Awake()
 {
     // cannot change visibility since this might have an effect on exporter
     this.hideFlags |= HideFlags.DontSaveInBuild;
     ComponentUpgrader.UpgradeWhenNecessary(this);
     if (CSGSceneManagerRedirector.Interface != null)
     {
         CSGSceneManagerRedirector.Interface.OnCreated(this);
     }
 }
Пример #2
0
 // register ourselves with our scene manager
 void Awake()
 {
     // cannot change visibility since this might have an effect on exporter
     this.hideFlags     |= HideFlags.DontSaveInBuild;
     this.gameObject.tag = "EditorOnly";
     this.brushNodeID    = CSGNode.InvalidNodeID;
     ComponentUpgrader.UpgradeWhenNecessary(this);
     if (CSGSceneManagerRedirector.Interface != null)
     {
         CSGSceneManagerRedirector.Interface.OnCreated(this);
     }
 }