EditorUtility
- ClearProgressBar
- CloneComponent
- CollectDeepHierarchy
- CollectDependencies
- CompressTexture
- CopySerialized
- CreateEmptyPrefab
- CreateGameObjectWithHideFlags
- DisplayCancelableProgressBar
- DisplayDialogComplex
- DisplayDialog
- DisplayPopupMenu
- DisplayProgressBar
- ExtractOggFile
- FindPrefabRoot
- FocusProjectWindow
- FormatBytes
- GetObjectEnabled
- GetPrefabParent
- GetPrefabType
- InstanceIDToObject
- InstantiatePrefab
- IsPersistent
- OpenFilePanel
- OpenFolderPanel
- ReconnectToLastPrefab
- ReplacePrefab
- ResetGameObjectToPrefabState
- ResetToPrefabState
- SaveFilePanelInProject
- SaveFilePanel
- SaveFolderPanel
- SetDirty
- SetObjectEnabled
- SetSelectedWireframeHidden
- UnloadUnusedAssetsIgnoreM...
- UnloadUnusedAssets
EditorUtility.SetSelectedWireframeHidden 设置选择的线框隐藏
static function SetSelectedWireframeHidden (renderer : Renderer, enabled : bool) : void
Description描述
Set whether the renderer's wireframe will be hidden when the renderer's gameobject is selected
当渲染器的游戏物体被选择,设置渲染器的显卡是否将要隐藏。
Cube with the wireframe hidden/shown.
立方体的线框隐藏/显示。
// Shows / hides the wireframe of the objects in the scene.
// SetSelectedWireFrameHidden
//显示/隐藏物体的线框
class ShowHideWireFrame extends Editor {
@MenuItem("Examples/Show WireFrame %s")
static function Show() {
for (var s : GameObject in Selection.gameObjects)
if(s.renderer)
EditorUtility.SetSelectedWireframeHidden(s.renderer, false);
}
@MenuItem("Examples/Show WireFrame %s", true)
static function CheckShow() {
return Selection.activeGameObject != null;
}
@MenuItem("Examples/Hide WireFrame %h")
static function Hide() {
for (var h : GameObject in Selection.gameObjects)
if(h.renderer)
EditorUtility.SetSelectedWireframeHidden(h.renderer, true);
}
@MenuItem("Examples/Hide WireFrame %h", true)
static function CheckHide() {
return Selection.activeGameObject != null;
}
}
最后修改:2011年7月16日 Saturday 10:19