C# Class ObjectHelper

Show file Open project: dggriffin/Rain-Rain-Ritual Class Usage Examples

Public Properties

Property Type Description
children List
components List
foldout bool
mine GameObject
parent ObjectHelper,

Public Methods

Method Description
BubbleRefresh ( ) : void
Copy ( bool toMine ) : void
DestroyAndClearRefs ( Object obj, bool isMine ) : void
DoRefresh ( ) : IEnumerator
DoRefresh ( OnRefreshComplete onComplete ) : IEnumerator
Draw ( ) : void

Default draw for drawing the root. Should only be called on root object NOTE: Why is width not 0?

Draw ( float width ) : void

Draw this node in the tree.

ExpandDiffs ( ) : bool
FindComp ( Object find, bool isMine ) : ComponentHelper,
FindObj ( Object find, bool isMine ) : ObjectHelper,
FindRefs ( Object source, bool isMine, List properties ) : void
GetDrawCount ( ) : int
GetObjectSpouse ( GameObject obj, bool isMine ) : GameObject

Get the spouse (counterpart) of an object within this tree. If the spouse is missing, copy the object and return the copy

Refresh ( ) : IEnumerable

Refresh is a very crucial function. Not only does it refresh the abstracted lists of ObjectHelpers and ComponentHelpers to reflect the actual scene, it is responsible for actually comparing objects

SetFoldoutRecur ( bool state ) : void
UnsetFlagRecursive ( ) : void

Private Methods

Method Description
ComponentIsFiltered ( System type ) : bool
Copy ( GameObject original, bool isMine ) : GameObject

Do the actual GameObject copy. This is generalized because the process is totally symmetrical. Come to think of it so is the other version of Copy. I can probably merge these back together.

DrawObject ( bool isMine, float width ) : void
GetObject ( bool isMine ) : GameObject
SameObject ( GameObject mine, GameObject theirs ) : bool

Method Details

BubbleRefresh() public method

public BubbleRefresh ( ) : void
return void

Copy() public method

public Copy ( bool toMine ) : void
toMine bool
return void

DestroyAndClearRefs() public method

public DestroyAndClearRefs ( Object obj, bool isMine ) : void
obj UnityEngine.Object
isMine bool
return void

DoRefresh() public method

public DoRefresh ( ) : IEnumerator
return IEnumerator

DoRefresh() public method

public DoRefresh ( OnRefreshComplete onComplete ) : IEnumerator
onComplete OnRefreshComplete
return IEnumerator

Draw() public method

Default draw for drawing the root. Should only be called on root object NOTE: Why is width not 0?
public Draw ( ) : void
return void

Draw() public method

Draw this node in the tree.
public Draw ( float width ) : void
width float
return void

ExpandDiffs() public method

public ExpandDiffs ( ) : bool
return bool

FindComp() public method

public FindComp ( Object find, bool isMine ) : ComponentHelper,
find UnityEngine.Object
isMine bool
return ComponentHelper,

FindObj() public method

public FindObj ( Object find, bool isMine ) : ObjectHelper,
find UnityEngine.Object
isMine bool
return ObjectHelper,

FindRefs() public method

public FindRefs ( Object source, bool isMine, List properties ) : void
source UnityEngine.Object
isMine bool
properties List
return void

GetDrawCount() public method

public GetDrawCount ( ) : int
return int

GetObjectSpouse() public method

Get the spouse (counterpart) of an object within this tree. If the spouse is missing, copy the object and return the copy
public GetObjectSpouse ( GameObject obj, bool isMine ) : GameObject
obj GameObject The object we're looking for
isMine bool Whether the object came from Mine (left)
return GameObject

Refresh() public method

Refresh is a very crucial function. Not only does it refresh the abstracted lists of ObjectHelpers and ComponentHelpers to reflect the actual scene, it is responsible for actually comparing objects
public Refresh ( ) : IEnumerable
return IEnumerable

SetFoldoutRecur() public method

public SetFoldoutRecur ( bool state ) : void
state bool
return void

UnsetFlagRecursive() public method

public UnsetFlagRecursive ( ) : void
return void

Property Details

children public property

public List children
return List

components public property

public List components
return List

foldout public property

public bool foldout
return bool

mine public property

public GameObject mine
return GameObject

parent public property

public ObjectHelper, parent
return ObjectHelper,