/* * 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; } } }