/// <summary> /// Initializes the currently selected scene object. This should be called whenever the selected scene object /// changes. /// </summary> private void InitializeSO() { if (selectedSO != null) soState = new SerializedSceneObject(selectedSO, true); }
private static extern void Internal_CreateInstance(SerializedSceneObject instance, IntPtr so, bool hierarchy);
/// <summary> /// Clears a selected scene object. This must be called on every scene object <see cref="InitializeSO"/> has been called /// on, after operations on it are done. /// </summary> private void ClearSO() { if (selectedSO != null) { Animation animation = selectedSO.GetComponent<Animation>(); if (animation != null) animation.EditorStop(); } if (soState != null) { soState.Restore(); soState = null; } }