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类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();
}
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();
}