public override void Disconnect(bool bDestroy) { sceneParentGO.SetParent(null); base.Disconnect(bDestroy); if (bDestroy) { sceneParentGO.Destroy(); } }
public void Start() { fadeObject = new fGameObject(GameObject.CreatePrimitive(PrimitiveType.Sphere), FGOFlags.NoFlags); //fadeObject.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f); fadeObject.SetMaterial(MaterialUtil.CreateFlatMaterial(Color.black, 0.0f), true); fadeObject.SetName("fade_sphere"); UnityUtil.ReverseMeshOrientation(fadeObject.GetMesh()); fadeObject.SetParent(UseCamera.GameObject(), false); fadeObject.SetLayer(FPlatform.HUDLayer); }
public virtual void AppendNewGO(fGameObject go, fGameObject parent, bool bKeepPosition) { vObjects.Add(go); go.SetParent(parent, bKeepPosition); go.SetLayer(parent.GetLayer()); foreach (GameObject child_go in go.Children()) { vObjects.Add(child_go); child_go.SetLayer(parent.GetLayer()); } }
public void RemoveWorldBoundsObject(fGameObject obj) { obj.SetParent(null, true); vBoundsObjects.Remove(obj); }
public void AddWorldBoundsObject(fGameObject obj) { vBoundsObjects.Add(obj); obj.SetParent(bounds_objects, false); }
public void Reset(bool bKeepBoundsObjects = true, bool bKeepLighting = true) { ClearHistory(); ClearSelection(); RemoveAllSceneObjects(); foreach (var so in vDeleted) { so.Disconnect(true); so.RootGameObject.Destroy(); } vDeleted.Clear(); RemoveAllUIElements(); LinkManager.RemoveAllLinks(); SetCurrentTime(0); SelectionMask = null; // save bounds objects var save_bounds = vBoundsObjects; fGameObject boundsGO = null; if (bKeepBoundsObjects) { boundsGO = bounds_objects; boundsGO.SetParent(null, true); } // save lighting objects fGameObject lightingGO = null; if (bKeepLighting) { lightingGO = lighting_objects; lightingGO.SetParent(null, true); } // save camera CameraState camera_state = ActiveCamera.Manipulator().GetCurrentState(this); // make sure we get rid of any cruft sceneRoot.Destroy(); // rebuild scene initialize_scene_root(); // restore camera ActiveCamera.Manipulator().SetCurrentSceneState(this, camera_state); // restore bounds objects if (bKeepBoundsObjects) { bounds_objects.Destroy(); boundsGO.SetParent(sceneRoot, true); bounds_objects = boundsGO; vBoundsObjects = save_bounds; } // restore lighting objects if (bKeepLighting) { lighting_objects.Destroy(); lightingGO.SetParent(sceneRoot, true); lighting_objects = lightingGO; } }
public static void DestroyGO(fGameObject go) { go.SetParent(null); UnityEngine.GameObject.Destroy(go); }
public static void DestroyGO(fGameObject go) { go.SetParent(null); go.Destroy(); }
public virtual void RemoveGO(fGameObject go) { vObjects.Remove(go); go.SetParent(null, true); }