C# Class ObjectHelper

显示文件 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_oe property

public List children
return List

components public_oe property

public List components
return List

foldout public_oe property

public bool foldout
return bool

mine public_oe property

public GameObject mine
return GameObject

parent public_oe property

public ObjectHelper, parent
return ObjectHelper,