private static void EditorSceneManagerOnSceneSaving(Scene scene, string path) { SceneVisibilityState.OnSceneSaving(scene, path); }
private static void EditorSceneManagerOnSceneClosing(Scene scene, bool removingScene) { SceneVisibilityState.GeneratePersistentDataForLoadedScene(scene); }
public bool IsPickingEnabledOnAllDescendants(GameObject gameObject) { return(SceneVisibilityState.IsPickingEnabledOnAllChildren(gameObject)); }
public void ExitIsolation() { Undo.RecordObject(SceneVisibilityState.GetInstance(), "Exit Isolation"); RevertIsolationCurrentStage(); }
private static void UndoRedoPerformed() { SceneVisibilityState.ForceDataUpdate(); }
public bool AreAllDescendantsVisible(GameObject gameObject) { return(SceneVisibilityState.AreAllChildrenVisible(gameObject)); }
public void EnablePicking(GameObject[] gameObjects, bool includeDescendants) { Undo.RecordObject(SceneVisibilityState.GetInstance(), "Enable Picking GameObjects"); SceneVisibilityState.SetGameObjectsPickingDisabled(gameObjects, false, includeDescendants); }
public bool AreAnyDescendantsHidden(Scene scene) { return(SceneVisibilityState.HasHiddenGameObjects(scene)); }
public bool IsPickingDisabledOnAnyDescendant(Scene scene) { return(SceneVisibilityState.ContainsGameObjectsWithPickingDisabled(scene)); }
public void Hide(GameObject[] gameObjects, bool includeDescendants) { Undo.RecordObject(SceneVisibilityState.GetInstance(), "Hide GameObjects"); SceneVisibilityState.SetGameObjectsHidden(gameObjects, true, includeDescendants); }
public void DisablePicking(GameObject gameObject, bool includeDescendants) { Undo.RecordObject(SceneVisibilityState.GetInstance(), "Disable Picking GameObject"); SceneVisibilityState.SetGameObjectPickingDisabled(gameObject, true, includeDescendants); }
public void Show(GameObject gameObject, bool includeDescendants) { Undo.RecordObject(SceneVisibilityState.GetInstance(), "Show GameObject"); SceneVisibilityState.SetGameObjectHidden(gameObject, false, includeDescendants); }
public void DisableAllPicking() { Undo.RecordObject(SceneVisibilityState.GetInstance(), "Disable All Picking"); DisableAllPickingNoUndo(); }
public void HideAll() { Undo.RecordObject(SceneVisibilityState.GetInstance(), "Hide All"); HideAllNoUndo(); VisibilityChanged(); }
public void ToggleVisibility(GameObject gameObject, bool includeDescendants) { Undo.RecordObject(SceneVisibilityState.GetInstance(), "Toggle Visibility"); SceneVisibilityState.SetGameObjectHidden(gameObject, !SceneVisibilityState.IsGameObjectHidden(gameObject), includeDescendants); }
public void Hide(GameObject gameObject, bool includeDescendants) { Undo.RecordObject(SceneVisibilityState.GetInstance(), "Set GameObject Hidden"); SceneVisibilityState.SetGameObjectHidden(gameObject, true, includeDescendants); VisibilityChanged(); }
public void TogglePicking(GameObject gameObject, bool includeDescendants) { Undo.RecordObject(SceneVisibilityState.GetInstance(), "Toggle Picking"); SceneVisibilityState.SetGameObjectPickingDisabled(gameObject, !SceneVisibilityState.IsGameObjectPickingDisabled(gameObject), includeDescendants); }
public void Show(GameObject[] gameObjects, bool includeDescendants) { Undo.RecordObject(SceneVisibilityState.GetInstance(), "Show GameObjects"); SceneVisibilityState.SetGameObjectsHidden(gameObjects, false, includeDescendants); VisibilityChanged(); }
private static void EditorSceneManagerOnSceneSaved(Scene scene) { SceneVisibilityState.OnSceneSaved(scene); }