本文整理汇总了C#中SceneObject.GetCachedPtr方法的典型用法代码示例。如果您正苦于以下问题:C# SceneObject.GetCachedPtr方法的具体用法?C# SceneObject.GetCachedPtr怎么用?C# SceneObject.GetCachedPtr使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类SceneObject
的用法示例。
在下文中一共展示了SceneObject.GetCachedPtr方法的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: CloneSO
/// <summary>
/// Creates new a scene object by cloning an existing object.
/// </summary>
/// <param name="so">Scene object to clone.</param>
/// <param name="description">Optional description of what exactly the command does.</param>
/// <returns>Cloned scene object.</returns>
public static SceneObject CloneSO(SceneObject so, string description = "")
{
if (so != null)
return Internal_CloneSO(so.GetCachedPtr(), description);
return null;
}
示例2: NativeRigidbody
public NativeRigidbody(SceneObject linkedSO)
{
IntPtr linkedSOPtr = IntPtr.Zero;
if (linkedSO != null)
linkedSOPtr = linkedSO.GetCachedPtr();
Internal_CreateInstance(this, linkedSOPtr);
}
示例3: NativeRenderable
public NativeRenderable(SceneObject sceneObject)
{
IntPtr sceneObjPtr = IntPtr.Zero;
if (sceneObject != null)
sceneObjPtr = sceneObject.GetCachedPtr();
Internal_Create(this, sceneObjPtr);
}
示例4: IsPrefabInstance
/// <summary>
/// Checks if a scene object has a prefab link. Scene objects with a prefab link will be automatically updated
/// when their prefab changes in order to reflect its changes.
/// </summary>
/// <param name="obj">Scene object to check if it has a prefab link.</param>
/// <returns>True if the object is a prefab instance (has a prefab link), false otherwise.</returns>
public static bool IsPrefabInstance(SceneObject obj)
{
if (obj == null)
return false;
IntPtr objPtr = obj.GetCachedPtr();
return Internal_HasPrefabLink(objPtr);
}
示例5: GetPrefabParent
/// <summary>
/// Returns the root object of the prefab instance that this object belongs to, if any.
/// </summary>
/// <param name="obj">Scene object to retrieve the prefab parent for.</param>
/// <returns>Prefab parent of the provided object, or null if the object is not part of a prefab instance.</returns>
public static SceneObject GetPrefabParent(SceneObject obj)
{
if (obj == null)
return null;
IntPtr objPtr = obj.GetCachedPtr();
return Internal_GetPrefabParent(objPtr);
}
示例6: BreakPrefab
/// <summary>
/// Breaks the link between a prefab instance and its prefab. Object will retain all current values but will
/// no longer be influenced by modifications to its parent prefab.
/// </summary>
/// <param name="obj">Prefab instance whose link to break.</param>
public static void BreakPrefab(SceneObject obj)
{
if (obj == null)
return;
IntPtr objPtr = obj.GetCachedPtr();
Internal_BreakPrefab(objPtr);
}
示例7: SerializedSceneObject
/// <summary>
/// Records the current state of the provided scene object.
/// </summary>
/// <param name="so">Scene object to record the state for.</param>
/// <param name="hierarchy">If true, state will be recorded for the scene object and all of its children. Otherwise
/// the state will only be recorded for the provided scene object.</param>
public SerializedSceneObject(SceneObject so, bool hierarchy)
{
IntPtr soPtr = IntPtr.Zero;
if (so != null)
soPtr = so.GetCachedPtr();
Internal_CreateInstance(this, soPtr, hierarchy);
}
示例8: Prefab
/// <summary>
/// Creates a new prefab from the provided scene object. If the scene object has an existing prefab link it will
/// be broken. After the prefab is created the scene object will be automatically linked to it.
/// </summary>
/// <param name="so">Scene object to generate the prefab for.</param>
public Prefab(SceneObject so)
{
IntPtr soPtr = so.GetCachedPtr();
Internal_CreateInstance(this, soPtr);
}
示例9: Prefab
/// <summary>
/// Creates a new prefab from the provided scene object. If the scene object has an existing prefab link it will
/// be broken. After the prefab is created the scene object will be automatically linked to it.
/// </summary>
/// <param name="so">Scene object to generate the prefab for.</param>
/// <param name="isScene">Determines if the prefab represents a scene or just a generic group of objects.
/// <see cref="IsScene"/></param>
public Prefab(SceneObject so, bool isScene = true)
{
IntPtr soPtr = so.GetCachedPtr();
Internal_CreateInstance(this, soPtr, isScene);
}
示例10: GetPrefabUUID
/// <summary>
/// Returns the UUID of the prefab attached to the provided scene object. Only works on root prefab objects.
/// </summary>
/// <param name="obj">Scene object to retrieve the prefab UUID for.</param>
/// <returns>Prefab UUID if the object is part of a prefab, null otherwise. </returns>
public static string GetPrefabUUID(SceneObject obj)
{
if (obj == null)
return null;
IntPtr objPtr = obj.GetCachedPtr();
return Internal_GetPrefabUUID(objPtr);
}
示例11: BreakPrefab
/// <summary>
/// Breaks the prefab link on the provided scene object and makes the operation undo-able.
/// See <see cref="PrefabUtility.BreakPrefab"/>.
/// </summary>
/// <param name="so">Scene object whose prefab link to break.</param>
/// <param name="description">Optional description of what exactly the command does.</param>
public static void BreakPrefab(SceneObject so, string description = "")
{
if (so != null)
Internal_BreakPrefab(so.GetCachedPtr(), description);
}
示例12: ReparentSO
/// <summary>
/// Changes the parent of a set of scene objects.
/// </summary>
/// <param name="so">Scene objects to change the parent of.</param>
/// <param name="parent">New parent.</param>
/// <param name="description">Optional description of what exactly the command does.</param>
public static void ReparentSO(SceneObject[] so, SceneObject parent, string description = "")
{
if (so != null)
{
List<IntPtr> soPtrs = new List<IntPtr>();
for (int i = 0; i < so.Length; i++)
{
if (so[i] != null)
soPtrs.Add(so[i].GetCachedPtr());
}
if (soPtrs.Count > 0)
{
IntPtr parentPtr = IntPtr.Zero;
if (parent != null)
parentPtr = parent.GetCachedPtr();
Internal_ReparentSOMulti(soPtrs.ToArray(), parentPtr, description);
}
}
}
示例13: RecordSO
/// <summary>
/// Records a state of the entire scene object at a specific point and allows you to restore it to its original
/// values as needed.
/// </summary>
/// <param name="so">Scene object to record.</param>
/// <param name="recordHierarchy">If true all children of this object will also be recorded.</param>
/// <param name="description">Optional description of what exactly the command does.</param>
public static void RecordSO(SceneObject so, bool recordHierarchy = false, string description = "")
{
if (so != null)
Internal_RecordSO(so.GetCachedPtr(), description);
}
示例14: DeleteSO
/// <summary>
/// Deletes a scene object.
/// </summary>
/// <param name="so">Scene object to delete.</param>
/// <param name="description">Optional description of what exactly the command does.</param>
public static void DeleteSO(SceneObject so, string description = "")
{
if (so != null)
Internal_DeleteSO(so.GetCachedPtr(), description);
}