public static void SetSelectionState(GameObject[] objs, EditorSelectedRenderState state) { for (int i = 0; i < objs.Length; i++) { SetSelectionState(objs[i], state); } }
public static void SetSelectionState(GameObject obj, EditorSelectedRenderState state) { Renderer[] renderers = obj.GetComponentsInChildren <Renderer>(); for (int i = 0; i < renderers.Length; i++) { EditorUtility.SetSelectedRenderState(renderers[i], state); } }
void SetChildrenRenderState(EditorSelectedRenderState state) { var children = surface.GetComponentsInChildren <Renderer>(); for (int i = 0; i < children.Length; i++) { EditorUtility.SetSelectedRenderState(children[i], state); } SceneView.RepaintAll(); }
private void SetSelectionState(Rect rect, EditorSelectedRenderState state) { for (int x = (int)rect.xMin; x < (int)rect.xMax; x++) { for (int y = (int)rect.yMin; y < (int)rect.yMax; y++) { GameObject tile = tilemap.GetTileInstance(x, y); if (tile != null) { TilemapEditorUtils.SetSelectionState(tile, state); } } } }
private void SetGridBlockSelectionStyle(EditorSelectedRenderState renderState) { if (_grid == null) { return; } for (int i = 0; i < _grid.Columns; i++) { for (int j = 0; j < _grid.Rows; j++) { EditorUtility.SetSelectedRenderState(_grid[i, j].GetComponent <Renderer>(), renderState); } } }
/// <summary> /// Hide the default unity wireframe renderer /// </summary> void SetOverrideWireframe(bool overrideWireframe) { const EditorSelectedRenderState k_DefaultSelectedRenderState = EditorSelectedRenderState.Highlight | EditorSelectedRenderState.Wireframe; foreach (var mesh in Selection.transforms.GetComponents <ProBuilderMesh>()) { // Disable Wireframe for meshes when ProBuilder is active EditorUtility.SetSelectionRenderState( mesh.renderer, overrideWireframe ? k_DefaultSelectedRenderState & ~(EditorSelectedRenderState.Wireframe) : k_DefaultSelectedRenderState); } SceneView.RepaintAll(); }
/// <summary> /// Set the selected render state for an object. In Unity 5.4 and lower, this just toggles wireframe on or off. /// </summary> /// <param name="renderer"></param> /// <param name="state"></param> internal static void SetSelectionRenderState(Renderer renderer, EditorSelectedRenderState state) { UnityEditor.EditorUtility.SetSelectedRenderState(renderer, state); }
public static extern void SetSelectedRenderState(Renderer renderer, EditorSelectedRenderState renderState);