UnityEditor.EditorUtility.SetSelectedRenderState C# (CSharp) Method

SetSelectedRenderState() private method

private SetSelectedRenderState ( Renderer renderer, EditorSelectedRenderState renderState ) : void
renderer Renderer
renderState EditorSelectedRenderState
return void
        public static extern void SetSelectedRenderState(Renderer renderer, EditorSelectedRenderState renderState);
        /// <summary>

Usage Example

 public void OnSceneGUI()
 {
     if (this.m_Modules != null && !(this.m_ParticleSystem == null))
     {
         if (this.m_ParticleSystem.particleCount > 0)
         {
             ParticleSystemRenderer particleSystemRenderer = this.GetParticleSystemRenderer();
             if (ParticleEffectUI.m_ShowBounds)
             {
                 Color color = Handles.color;
                 Handles.color = Color.yellow;
                 Bounds bounds = particleSystemRenderer.bounds;
                 Handles.DrawWireCube(bounds.center, bounds.size);
                 Handles.color = color;
             }
             EditorUtility.SetSelectedRenderState(particleSystemRenderer, (!ParticleEffectUI.m_ShowWireframe) ? EditorSelectedRenderState.Hidden : EditorSelectedRenderState.Wireframe);
         }
         this.UpdateProperties();
         InitialModuleUI initial = (InitialModuleUI)this.m_Modules[0];
         ModuleUI[]      modules = this.m_Modules;
         for (int i = 0; i < modules.Length; i++)
         {
             ModuleUI moduleUI = modules[i];
             if (moduleUI != null && moduleUI.visibleUI && moduleUI.enabled)
             {
                 if (moduleUI.foldout)
                 {
                     moduleUI.OnSceneGUI(this.m_ParticleSystem, initial);
                 }
             }
         }
         this.ApplyProperties();
     }
 }
All Usage Examples Of UnityEditor.EditorUtility::SetSelectedRenderState
EditorUtility