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C# GameObject.SetHideFlagsRecursively方法代码示例

本文整理汇总了C#中UnityEngine.GameObject.SetHideFlagsRecursively方法的典型用法代码示例。如果您正苦于以下问题:C# GameObject.SetHideFlagsRecursively方法的具体用法?C# GameObject.SetHideFlagsRecursively怎么用?C# GameObject.SetHideFlagsRecursively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UnityEngine.GameObject的用法示例。


在下文中一共展示了GameObject.SetHideFlagsRecursively方法的2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: EditorModel

        public EditorModel(GameObject assetPrefab)
        {
            prefab = assetPrefab;

            saveAssetFolder = System.IO.Path.GetDirectoryName(AssetDatabase.GetAssetPath(prefab));

            assetInstance = GameObject.Instantiate(assetPrefab) as GameObject;
            assetInstance.name = assetPrefab.name;
            assetInstance.SetActive(true);

            // Check for LocalSettings on the prefab and use that if possible
            LocalSettings = assetInstance.GetComponentInChildren<LocalSettings>();
            if (LocalSettings != null) {
            UseLocalSettings = true;
            BlobModel = assetInstance.AddComponent<ABlobModel>().InitWithExistingBlob(LocalSettings.gameObject);
            } else {
            Mesh blobMesh = AssetDatabase.LoadAssetAtPath("Assets/BlobOMatic/BlobMesh.asset", typeof(Mesh)) as Mesh;
            BlobModel = assetInstance.AddComponent<ABlobModel>().Init(blobMesh);
            if (!ICanHasShadow) return; // Not a valid model, bugger off!

            LocalSettings = BlobModel.BlobRenderer.gameObject.AddComponent<LocalSettings>().CopyGlobalSettings();

            saveAssetFolder +=  "/" + prefab.name + "WithBlob";
            }

            // Collect original layers and set everything to blob layer
            foreach (Transform t in assetInstance.GetComponentsInChildren<Transform>(true))
            originalLayers[t.gameObject] = t.gameObject.layer;
            assetInstance.SetLayerRecursively(BlobOMatic.EditorLayer);

            assetInstance.SetActive(false);
            assetInstance.SetHideFlagsRecursively(HideFlags.HideAndDontSave);

            RenderBlob();
        }
开发者ID:shadercoder,项目名称:Unity3D-experiments,代码行数:35,代码来源:EditorModel.cs

示例2: ModelPreview

        public ModelPreview(EditorModel model)
        {
            previewModel = model;

            // Preview texture
            int previewSize = ModelGUI.TextureSize * 2;
            Preview = new RenderTexture(previewSize, previewSize, 24);
            Preview.hideFlags = HideFlags.HideInInspector | HideFlags.DontSave;

            // Preview scene
            previewRoot = new GameObject(model.Name + "Preview");
            previewRoot.transform.position = model.BlobModel.transform.position;

            model.BlobModel.transform.parent = previewRoot.transform;

            groundPlane = CreateGroundPlane(model.ModelBounds);
            groundPlane.transform.position = new Vector3(0, model.ModelBounds.min.y - model.ModelBounds.size.y * 0.01f, 0);
            groundPlane.transform.parent = previewRoot.transform;

            previewRoot.SetHideFlagsRecursively(HideFlags.HideAndDontSave);

            RenderPreview();
        }
开发者ID:shadercoder,项目名称:Unity3D-experiments,代码行数:23,代码来源:ModelPreview.cs


注:本文中的UnityEngine.GameObject.SetHideFlagsRecursively方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。