/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
namespace Oculus.Voice.UX
{
///
/// A monobehaviour tagging object which can be used to hide/show objects in the hierarchy
///
public class HierarchySimplifier : MonoBehaviour
{
///
/// A basic flag for whether to hide the object on startup, by default.
///
[Tooltip("Whether to hide the object on startup, by default.")]
[SerializeField]
public bool hideByDefault = true;
///
/// Toggles the HideInHierarchy flag in all game objects containing a HierarchySimplifier underneath
/// the given object.
///
/// parent object under which all affected objects will be modified
/// whether to hide affected objects in the hierarchy
public static void HideSubObjects(GameObject obj, bool hideObjects)
{
var affected = obj.GetComponentsInChildren();
foreach (HierarchySimplifier aff in affected)
{
ToggleShowInHierarchyFlag(aff.gameObject, hideObjects);
}
}
private void OnValidate()
{
ToggleShowInHierarchyFlag(this.gameObject, hideByDefault);
}
public static void ToggleShowInHierarchyFlag(GameObject obj, bool hideObject)
{
obj.hideFlags = hideObject ?
obj.hideFlags | HideFlags.HideInHierarchy :
obj.hideFlags & ~HideFlags.HideInHierarchy;
}
}
}