/
SceneVisibilityState.bindings.cs
84 lines (59 loc) · 3.39 KB
/
SceneVisibilityState.bindings.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using System;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.Bindings;
using UnityEngine.SceneManagement;
using UnityEngine.Scripting;
using Object = UnityEngine.Object;
namespace UnityEditor
{
[NativeClass(null)]
[NativeType(Header = "Editor/Src/SceneVisibility/SceneVisibilityState.h")]
[StaticAccessor("GetSceneVisibilityState()", StaticAccessorType.Dot)]
[ExcludeFromObjectFactory]
[ExcludeFromPreset]
internal class SceneVisibilityState : Object
{
[FreeFunction("GetSceneVisibilityState")]
public static extern Object GetInstance();
public static extern void SetGameObjectHidden([NotNull] GameObject gameObject, bool isHidden, bool includeChildren);
public static extern void SetGameObjectsHidden([NotNull] GameObject[] gameObjects, bool isHidden, bool includeChildren);
public static extern bool IsGameObjectHidden([NotNull] GameObject gameObject);
public static extern bool IsHierarchyHidden([NotNull] GameObject gameObject);
public static extern void SetGameObjectPickingDisabled([NotNull] GameObject gameObject, bool pickingDisabled, bool includeChildren);
public static extern void SetGameObjectsPickingDisabled([NotNull] GameObject[] gameObjects, bool pickingDisabled, bool includeChildren);
public static extern bool IsGameObjectPickingDisabled([NotNull] GameObject gameObject);
public static extern bool IsHierarchyPickingDisabled([NotNull] GameObject gameObject);
public static extern bool AreAllChildrenVisible([NotNull] GameObject gameObject);
public static extern bool IsPickingEnabledOnAllChildren([NotNull] GameObject gameObject);
public static extern bool AreAllChildrenHidden([NotNull] GameObject gameObject);
public static extern bool IsPickingDisabledOnAllChildren([NotNull] GameObject gameObject);
public static extern void ShowScene(Scene scene);
public static extern void HideScene(Scene scene);
public static extern void EnablePicking(Scene scene);
public static extern void DisablePicking(Scene scene);
public static extern bool HasHiddenGameObjects(Scene scene);
public static extern bool ContainsGameObjectsWithPickingDisabled(Scene scene);
public static extern void ClearScene(Scene scene);
public static extern void OnSceneSaving(Scene scene, string scenePath);
public static extern void GeneratePersistentDataForAllLoadedScenes();
public static extern void GeneratePersistentDataForLoadedScene(Scene scene);
public static extern void OnSceneSaved(Scene scene);
public static extern int GetHiddenObjectCount();
public static extern int GetPickingDisabledObjectCount();
public static extern void ForceDataUpdate();
public static extern void CleanTempScenes();
public static Action internalStructureChanged;
[RequiredByNativeCode]
private static void Internal_InternalStructureChanged()
{
internalStructureChanged?.Invoke();
}
public static extern bool visibilityActive { get; set; }
public static extern bool pickingActive { get; set; }
public static extern bool isolation { get; set; }
}
}