gizmo | Flags to denote when the gizmo should be drawn. |
Defines when the gizmo should be invoked for drawing.
/// The RenderLightGizmo function will be called if the light is not selected. /// The gizmo is drawn when picking. @DrawGizmo (GizmoType.NotSelected | GizmoType.Pickable) static function RenderLightGizmo (light : Light, gizmoType : GizmoType) { var position = light.transform.position; // Draw the light icon // (A bit above the one drawn by the builtin light gizmo renderer) Gizmos.DrawIcon (position + Vector3.up, "Light Gizmo.tiff"); // Are we selected? Draw a solid sphere surrounding the light if ((gizmoType & GizmoType.SelectedOrChild) != 0) { // Indicate that this is the active object by using a brighter color. if ((gizmoType & GizmoType.Active) != 0) Gizmos.color = Color.red; else Gizmos.color = Color.red * 0.5; Gizmos.DrawSphere (position, light.range); } } /* // Draw the gizmo if it is selected or a child of the selection. // This is the most common way to render a gizmo @DrawGizmo (GizmoType.SelectedOrChild) // Draw the gizmo only if it is the active object. @DrawGizmo (GizmoType.Active)] */
gizmo | Flags to denote when the gizmo should be drawn. |
drawnGizmoType | Type of object for which the gizmo should be drawn. |
Same as above. drawnGizmoType
determines of what type the object we are drawing the gizmo of has to be.