public Node BuildHierarchy() { /** * 1. Fetch all objects * */ List <Transform> topTransforms = (ClassMode == LevelLookupMode.GuiStagesOnly) ? FetchStages() : FetchTopTransforms(); #if DEBUG if (DebugMode) { StringBuilder sb = new StringBuilder(@"Root game objects in the hierarchy: "); foreach (Transform go in topTransforms) { sb.AppendLine(string.Format(" {0}", go.name)); } Debug.Log(sb); } #endif /** * 3. Create node for each root transform * Build each node and add the to root nodes collection * */ _rootNode = new Node(null); foreach (Transform transform in topTransforms) { var node = new Node(transform); ComponentAdapter adapter = node.Transform.gameObject.GetComponent <ComponentAdapter>(); if (null != adapter) { node.Build(); _rootNode.Add(node); } } return(_rootNode); }
public Node BuildHierarchy() { /** * 1. Fetch all objects * */ List<Transform> topTransforms = (ClassMode == LevelLookupMode.GuiStagesOnly) ? FetchStages() : FetchTopTransforms(); #if DEBUG if (DebugMode) { StringBuilder sb = new StringBuilder(@"Root game objects in the hierarchy: "); foreach (Transform go in topTransforms) { sb.AppendLine(string.Format(" {0}", go.name)); } Debug.Log(sb); } #endif /** * 3. Create node for each root transform * Build each node and add the to root nodes collection * */ _rootNode = new Node(null); foreach (Transform transform in topTransforms) { var node = new Node(transform); ComponentAdapter adapter = node.Transform.gameObject.GetComponent<ComponentAdapter>(); if (null != adapter) { node.Build(); _rootNode.Add(node); } } return _rootNode; }