FindSelectionBase() static private method

static private FindSelectionBase ( GameObject go ) : GameObject
go UnityEngine.GameObject
return UnityEngine.GameObject
示例#1
0
		internal static GameObject PickGameObject(Vector2 position, bool selectPrefabRoot, GameObject[] ignore, GameObject[] filter)
		{
			int num;
			GameObject gameObject = HandleUtility.PickGameObjectDelegated(position, ignore, filter, out num);
			GameObject result;
			if (gameObject && selectPrefabRoot)
			{
				GameObject gameObject2 = HandleUtility.FindSelectionBase(gameObject) ?? gameObject;
				Transform activeTransform = Selection.activeTransform;
				GameObject y = (!activeTransform) ? null : (HandleUtility.FindSelectionBase(activeTransform.gameObject) ?? activeTransform.gameObject);
				if (gameObject2 == y)
				{
					result = gameObject;
				}
				else
				{
					result = gameObject2;
				}
			}
			else
			{
				result = gameObject;
			}
			return result;
		}
示例#2
0
        internal static GameObject PickGameObject(Vector2 position, bool selectPrefabRoot, GameObject[] ignore, GameObject[] filter)
        {
            int        num;
            GameObject gameObject = HandleUtility.PickGameObject(position, ignore, filter, out num);

            if (!gameObject || !selectPrefabRoot)
            {
                return(gameObject);
            }
            GameObject gameObject2     = HandleUtility.FindSelectionBase(gameObject) ?? gameObject;
            Transform  activeTransform = Selection.activeTransform;
            GameObject y = (!activeTransform) ? null : (HandleUtility.FindSelectionBase(activeTransform.gameObject) ?? activeTransform.gameObject);

            if (gameObject2 == y)
            {
                return(gameObject);
            }
            return(gameObject2);
        }
示例#3
0
        internal static GameObject PickGameObject(Vector2 position, bool selectPrefabRoot, GameObject[] ignore, GameObject[] filter)
        {
            int        materialIndex;
            GameObject go = HandleUtility.PickGameObject(position, ignore, filter, out materialIndex);

            if (!(bool)((Object)go) || !selectPrefabRoot)
            {
                return(go);
            }
            GameObject gameObject1     = HandleUtility.FindSelectionBase(go) ?? go;
            Transform  activeTransform = Selection.activeTransform;
            GameObject gameObject2     = !(bool)((Object)activeTransform) ? (GameObject)null : HandleUtility.FindSelectionBase(activeTransform.gameObject) ?? activeTransform.gameObject;

            if ((Object)gameObject1 == (Object)gameObject2)
            {
                return(go);
            }
            return(gameObject1);
        }
        public static GameObject PickGameObject(Vector2 mousePosition)
        {
            List <GameObject> allOverlapping = GetAllOverlapping(mousePosition);

            if (allOverlapping.Count == 0)
            {
                return(null);
            }
            GameObject obj2  = HandleUtility.FindSelectionBase(allOverlapping[0]);
            int        index = allOverlapping.IndexOf(Selection.activeGameObject);

            if ((GetHashForStack(allOverlapping) != s_HashOfPreviousStack) || (Selection.gameObjects.Count <GameObject>() > 1))
            {
                index = -1;
            }
            s_HashOfPreviousStack = GetHashForStack(allOverlapping);
            if (obj2 != null)
            {
                if ((obj2 != Selection.activeGameObject) && (index == -1))
                {
                    return(obj2);
                }
                if ((obj2 == Selection.activeGameObject) && (index != 0))
                {
                    return(HandleUtility.PickGameObject(mousePosition, false));
                }
                if (((index + 1) < allOverlapping.Count) && (allOverlapping[index + 1] == obj2))
                {
                    index++;
                }
            }
            if ((index + 1) < allOverlapping.Count)
            {
                return(allOverlapping[index + 1]);
            }
            if (obj2 != null)
            {
                return(obj2);
            }
            return(HandleUtility.PickGameObject(mousePosition, false));
        }
        public static GameObject PickGameObject(Vector2 mousePosition)
        {
            SceneViewPicking.s_RetainHashes = true;
            IEnumerator <GameObject> enumerator = SceneViewPicking.GetAllOverlapping(mousePosition).GetEnumerator();
            GameObject result;

            if (!enumerator.MoveNext())
            {
                result = null;
            }
            else
            {
                GameObject current     = enumerator.Current;
                GameObject gameObject  = HandleUtility.FindSelectionBase(current);
                GameObject gameObject2 = (!(gameObject == null)) ? gameObject : current;
                int        hashCode    = current.GetHashCode();
                int        num         = hashCode;
                if (Selection.activeGameObject == null)
                {
                    SceneViewPicking.s_PreviousTopmostHash = hashCode;
                    SceneViewPicking.s_PreviousPrefixHash  = num;
                    result = gameObject2;
                }
                else if (hashCode != SceneViewPicking.s_PreviousTopmostHash)
                {
                    SceneViewPicking.s_PreviousTopmostHash = hashCode;
                    SceneViewPicking.s_PreviousPrefixHash  = num;
                    result = ((!(Selection.activeGameObject == gameObject)) ? gameObject2 : current);
                }
                else
                {
                    SceneViewPicking.s_PreviousTopmostHash = hashCode;
                    if (Selection.activeGameObject == gameObject)
                    {
                        if (num == SceneViewPicking.s_PreviousPrefixHash)
                        {
                            result = current;
                        }
                        else
                        {
                            SceneViewPicking.s_PreviousPrefixHash = num;
                            result = gameObject;
                        }
                    }
                    else
                    {
                        GameObject x = HandleUtility.PickGameObject(mousePosition, false, null, new GameObject[]
                        {
                            Selection.activeGameObject
                        });
                        if (x == Selection.activeGameObject)
                        {
                            while (enumerator.Current != Selection.activeGameObject)
                            {
                                if (!enumerator.MoveNext())
                                {
                                    SceneViewPicking.s_PreviousPrefixHash = hashCode;
                                    result = gameObject2;
                                    return(result);
                                }
                                SceneViewPicking.UpdateHash(ref num, enumerator.Current);
                            }
                        }
                        if (num != SceneViewPicking.s_PreviousPrefixHash)
                        {
                            SceneViewPicking.s_PreviousPrefixHash = hashCode;
                            result = gameObject2;
                        }
                        else if (!enumerator.MoveNext())
                        {
                            SceneViewPicking.s_PreviousPrefixHash = hashCode;
                            result = gameObject2;
                        }
                        else
                        {
                            SceneViewPicking.UpdateHash(ref num, enumerator.Current);
                            if (enumerator.Current == gameObject)
                            {
                                if (!enumerator.MoveNext())
                                {
                                    SceneViewPicking.s_PreviousPrefixHash = hashCode;
                                    result = gameObject2;
                                    return(result);
                                }
                                SceneViewPicking.UpdateHash(ref num, enumerator.Current);
                            }
                            SceneViewPicking.s_PreviousPrefixHash = num;
                            result = enumerator.Current;
                        }
                    }
                }
            }
            return(result);
        }
        public static GameObject PickGameObject(Vector2 mousePosition)
        {
            s_RetainHashes = true;

            var enumerator = GetAllOverlapping(mousePosition).GetEnumerator();

            if (!enumerator.MoveNext())
            {
                return(null);
            }

            var topmost       = enumerator.Current;
            var selectionBase = HandleUtility.FindSelectionBase(topmost);
            var first         = (selectionBase == null ? topmost : selectionBase);
            int topmostHash   = topmost.GetHashCode();
            int prefixHash    = topmostHash;

            if (Selection.activeGameObject == null)
            {
                // Nothing selected
                // Return selection base if it exists, otherwise topmost game object
                s_PreviousTopmostHash = topmostHash;
                s_PreviousPrefixHash  = prefixHash;
                return(first);
            }

            if (topmostHash != s_PreviousTopmostHash)
            {
                // Topmost game object changed
                // Return selection base if exists and is not already selected, otherwise topmost game object
                s_PreviousTopmostHash = topmostHash;
                s_PreviousPrefixHash  = prefixHash;
                return(Selection.activeGameObject == selectionBase ? topmost : first);
            }

            s_PreviousTopmostHash = topmostHash;

            // Pick potential selection base before topmost game object
            if (Selection.activeGameObject == selectionBase)
            {
                if (prefixHash == s_PreviousPrefixHash)
                {
                    return(topmost);
                }
                else
                {
                    s_PreviousPrefixHash = prefixHash;
                    return(selectionBase);
                }
            }

            // Check if active game object will appear in selection stack
            var picked = HandleUtility.PickGameObject(mousePosition, false, null, new GameObject[] { Selection.activeGameObject });

            if (picked == Selection.activeGameObject)
            {
                // Advance enumerator to active game object
                while (enumerator.Current != Selection.activeGameObject)
                {
                    if (!enumerator.MoveNext())
                    {
                        s_PreviousPrefixHash = topmostHash;
                        return(first); // Should not occur
                    }

                    UpdateHash(ref prefixHash, enumerator.Current);
                }
            }

            if (prefixHash != s_PreviousPrefixHash)
            {
                // Prefix hash changed, start over
                s_PreviousPrefixHash = topmostHash;
                return(first);
            }

            // Move on to next game object
            if (!enumerator.MoveNext())
            {
                s_PreviousPrefixHash = topmostHash;
                return(first); // End reached, start over
            }

            UpdateHash(ref prefixHash, enumerator.Current);

            if (enumerator.Current == selectionBase)
            {
                // Skip selection base
                if (!enumerator.MoveNext())
                {
                    s_PreviousPrefixHash = topmostHash;
                    return(first); // End reached, start over
                }

                UpdateHash(ref prefixHash, enumerator.Current);
            }

            s_PreviousPrefixHash = prefixHash;
            return(enumerator.Current);
        }
示例#7
0
        public static GameObject PickGameObject(Vector2 mousePosition)
        {
            SceneViewPicking.s_RetainHashes = true;
            IEnumerator <GameObject> enumerator = SceneViewPicking.GetAllOverlapping(mousePosition).GetEnumerator();

            if (!enumerator.MoveNext())
            {
                return((GameObject)null);
            }
            GameObject current       = enumerator.Current;
            GameObject selectionBase = HandleUtility.FindSelectionBase(current);
            GameObject gameObject    = !((UnityEngine.Object)selectionBase == (UnityEngine.Object)null) ? selectionBase : current;
            int        hashCode      = current.GetHashCode();
            int        hash          = hashCode;

            if ((UnityEngine.Object)Selection.activeGameObject == (UnityEngine.Object)null || hashCode != SceneViewPicking.s_PreviousTopmostHash)
            {
                SceneViewPicking.s_PreviousTopmostHash = hashCode;
                SceneViewPicking.s_PreviousPrefixHash  = hash;
                return(gameObject);
            }
            SceneViewPicking.s_PreviousTopmostHash = hashCode;
            if ((UnityEngine.Object)selectionBase != (UnityEngine.Object)null && (UnityEngine.Object)Selection.activeGameObject == (UnityEngine.Object)selectionBase)
            {
                if (hash == SceneViewPicking.s_PreviousPrefixHash)
                {
                    return(current);
                }
                SceneViewPicking.s_PreviousPrefixHash = hash;
                return(selectionBase);
            }
            if ((UnityEngine.Object)HandleUtility.PickGameObject(mousePosition, 0 != 0, (GameObject[])null, new GameObject[1] {
                Selection.activeGameObject
            }) == (UnityEngine.Object)Selection.activeGameObject)
            {
                while ((UnityEngine.Object)enumerator.Current != (UnityEngine.Object)Selection.activeGameObject)
                {
                    if (!enumerator.MoveNext())
                    {
                        SceneViewPicking.s_PreviousPrefixHash = hashCode;
                        return(gameObject);
                    }
                    SceneViewPicking.UpdateHash(ref hash, (object)enumerator.Current);
                }
            }
            if (hash != SceneViewPicking.s_PreviousPrefixHash)
            {
                SceneViewPicking.s_PreviousPrefixHash = hashCode;
                return(gameObject);
            }
            if (!enumerator.MoveNext())
            {
                SceneViewPicking.s_PreviousPrefixHash = hashCode;
                return(gameObject);
            }
            SceneViewPicking.UpdateHash(ref hash, (object)enumerator.Current);
            if ((UnityEngine.Object)enumerator.Current == (UnityEngine.Object)selectionBase)
            {
                if (!enumerator.MoveNext())
                {
                    SceneViewPicking.s_PreviousPrefixHash = hashCode;
                    return(gameObject);
                }
                SceneViewPicking.UpdateHash(ref hash, (object)enumerator.Current);
            }
            SceneViewPicking.s_PreviousPrefixHash = hash;
            return(enumerator.Current);
        }