UnityEditor.SceneView.FrameSelected C# (CSharp) Method

FrameSelected() public method

public FrameSelected ( ) : bool
return bool
        public bool FrameSelected()
        {
            return this.FrameSelected(false);
        }

Same methods

SceneView::FrameSelected ( bool lockView ) : bool

Usage Example

Exemplo n.º 1
0
        internal void SwitchToEditMode()
        {
            this.m_EditMode = AvatarEditor.EditMode.Starting;
            this.ChangeInspectorLock(true);
            this.sceneSetup = EditorSceneManager.GetSceneManagerSetup();
            EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects).name = "Avatar Configuration";
            this.m_GameObject = UnityEngine.Object.Instantiate <GameObject>(this.prefab);
            if (base.serializedObject.FindProperty("m_OptimizeGameObjects").boolValue)
            {
                AnimatorUtility.DeoptimizeTransformHierarchy(this.m_GameObject);
            }
            Dictionary <Transform, bool> modelBones = AvatarSetupTool.GetModelBones(this.m_GameObject.transform, true, null);

            AvatarSetupTool.BoneWrapper[] humanBones = AvatarSetupTool.GetHumanBones(base.serializedObject, modelBones);
            this.m_ModelBones      = AvatarSetupTool.GetModelBones(this.m_GameObject.transform, false, humanBones);
            Selection.activeObject = this.m_GameObject;
            UnityEngine.Object[] array = Resources.FindObjectsOfTypeAll(typeof(SceneHierarchyWindow));
            for (int i = 0; i < array.Length; i++)
            {
                SceneHierarchyWindow sceneHierarchyWindow = (SceneHierarchyWindow)array[i];
                sceneHierarchyWindow.SetExpandedRecursive(this.m_GameObject.GetInstanceID(), true);
            }
            this.CreateEditor();
            this.m_EditMode    = AvatarEditor.EditMode.Editing;
            this.m_SceneStates = new List <AvatarEditor.SceneStateCache>();
            IEnumerator enumerator = SceneView.sceneViews.GetEnumerator();

            try
            {
                while (enumerator.MoveNext())
                {
                    SceneView sceneView = (SceneView)enumerator.Current;
                    this.m_SceneStates.Add(new AvatarEditor.SceneStateCache
                    {
                        state = new SceneView.SceneViewState(sceneView.sceneViewState),
                        view  = sceneView
                    });
                    sceneView.sceneViewState.showFlares          = false;
                    sceneView.sceneViewState.showMaterialUpdate  = false;
                    sceneView.sceneViewState.showFog             = false;
                    sceneView.sceneViewState.showSkybox          = false;
                    sceneView.sceneViewState.showImageEffects    = false;
                    sceneView.sceneViewState.showParticleSystems = false;
                    sceneView.FrameSelected();
                }
            }
            finally
            {
                IDisposable disposable;
                if ((disposable = (enumerator as IDisposable)) != null)
                {
                    disposable.Dispose();
                }
            }
        }
All Usage Examples Of UnityEditor.SceneView::FrameSelected