public void SetLockOnAllChildren(bool shouldLock, VoxelComplex complex) { Debug.Log("Locking "); for(var i = 0;i<complex.transform.childCount;i++){ var t = complex.transform.GetChild(i).gameObject; Debug.Log("Locking " + t.name); if(shouldLock){ // t.hideFlags ^= HideFlags.NotEditable; t.hideFlags ^= HideFlags.HideInHierarchy; t.hideFlags ^= HideFlags.HideInInspector; }else{ // t.hideFlags &= ~HideFlags.NotEditable; t.hideFlags &= ~HideFlags.HideInHierarchy; t.hideFlags &= ~HideFlags.HideInInspector; } } }
public void SetLockOnAllChildren(bool shouldLock, VoxelComplex complex) { Debug.Log("Locking "); for (var i = 0; i < complex.transform.childCount; i++) { var t = complex.transform.GetChild(i).gameObject; Debug.Log("Locking " + t.name); if (shouldLock) { // t.hideFlags ^= HideFlags.NotEditable; t.hideFlags ^= HideFlags.HideInHierarchy; t.hideFlags ^= HideFlags.HideInInspector; } else { // t.hideFlags &= ~HideFlags.NotEditable; t.hideFlags &= ~HideFlags.HideInHierarchy; t.hideFlags &= ~HideFlags.HideInInspector; } } }