VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.voice/Scripts/Runtime/UX/HierarchySimplifier.cs
IonutMocanu 48cccc22ad Main2
2025-09-08 11:13:29 +03:00

65 lines
2.4 KiB
C#

/*
* 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
{
/// <summary>
/// A monobehaviour tagging object which can be used to hide/show objects in the hierarchy
/// </summary>
public class HierarchySimplifier : MonoBehaviour
{
/// <summary>
/// A basic flag for whether to hide the object on startup, by default.
/// </summary>
[Tooltip("Whether to hide the object on startup, by default.")]
[SerializeField]
public bool hideByDefault = true;
/// <summary>
/// Toggles the HideInHierarchy flag in all game objects containing a HierarchySimplifier underneath
/// the given object.
/// </summary>
/// <param name="obj">parent object under which all affected objects will be modified</param>
/// <param name="hideObjects">whether to hide affected objects in the hierarchy</param>
public static void HideSubObjects(GameObject obj, bool hideObjects)
{
var affected = obj.GetComponentsInChildren<HierarchySimplifier>();
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;
}
}
}