public void SetCurrentPreviewObject(GameObject go, LookDevEditionContext context)
{
DestroyCurrentPreviewObject(context);
if (go != null)
{
int index = (int)context;
if (m_LookDevView == null ||
m_LookDevView.previewUtilityContexts == null ||
m_LookDevView.previewUtilityContexts[index] == null)
{
return;
}
m_OriginalGameObject[index] = go;
for (var i = 0; i < m_PreviewObjects[index].Length; ++i)
{
m_PreviewObjects[index][i] = m_LookDevView.previewUtilityContexts[index].m_PreviewUtility[i].InstantiatePrefabInScene(m_OriginalGameObject[index]);
m_PreviewObjects[index][i].transform.position = new Vector3(0.0f, 0.0f, 0.0f);
m_PreviewObjects[index][i].transform.rotation = Quaternion.identity;
EditorUtility.InitInstantiatedPreviewRecursive(m_PreviewObjects[index][i]);
DisableRendererProperties(m_PreviewObjects[index][i]); // Avoid light probe influence from the main scene (but still have the default probe lighting)
PreviewRenderUtility.SetEnabledRecursive(m_PreviewObjects[index][i], false);
}
UpdateCurrentObjectArray();
}
}