Commit cd97eeeb authored by 神楽坂玲奈's avatar 神楽坂玲奈

upgrade to 2018.2

parent 12ade584
......@@ -64,7 +64,7 @@ public class MegaBook : MonoBehaviour
if ( bookalpha > 100.0f )
bookalpha = 100.0f;
if ( front.transform.GetChildCount() > 0 )
if ( front.transform.childCount > 0 )
{
Transform child = front.transform.GetChild(0);
if ( child != null )
......@@ -75,7 +75,7 @@ public class MegaBook : MonoBehaviour
}
}
if ( back.transform.GetChildCount() > 0 )
if ( back.transform.childCount > 0 )
{
Transform child = back.transform.GetChild(0);
if ( child != null )
......
......@@ -215,7 +215,7 @@ public class MegaGrab : MonoBehaviour
float xo = x + xa;
float yo = y + ya;
SrcCamera.projectionMatrix = CalcProjectionMatrix(mleft, mright, mbottom, mtop, SrcCamera.near, SrcCamera.far, xo, yo);
SrcCamera.projectionMatrix = CalcProjectionMatrix(mleft, mright, mbottom, mtop, SrcCamera.nearClipPlane, SrcCamera.farClipPlane, xo, yo);
SrcCamera.Render();
......@@ -271,7 +271,7 @@ public class MegaGrab : MonoBehaviour
float xo = x + xa;
float yo = y + ya;
SrcCamera.projectionMatrix = CalcProjectionMatrix(mleft, mright, mbottom, mtop, SrcCamera.near, SrcCamera.far, xo, yo);
SrcCamera.projectionMatrix = CalcProjectionMatrix(mleft, mright, mbottom, mtop, SrcCamera.nearClipPlane, SrcCamera.farClipPlane, xo, yo);
SrcCamera.Render();
......
......@@ -87,6 +87,6 @@ public class UISnapshotPointEditor : Editor
if (go == null) return null;
// Actual prefab
return PrefabUtility.GetPrefabParent(go) as GameObject;
return PrefabUtility.GetCorrespondingObjectFromSource(go) as GameObject;
}
}
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......@@ -607,7 +607,7 @@ namespace TMPro
// Check if event applies to this current object
if (obj == gameObject || UnityEditor.PrefabUtility.GetPrefabParent(gameObject) == obj)
if (obj == gameObject || UnityEditor.PrefabUtility.GetCorrespondingObjectFromSource(gameObject) == obj)
{
//Debug.Log("Assigning new Base Material " + newMaterial.name + " to replace " + currentMaterial.name);
......
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......@@ -359,7 +359,7 @@ public class HighlightingEffect : MonoBehaviour
shaderCamera.cullingMask = layerMask;
shaderCamera.rect = new Rect(0f, 0f, 1f, 1f);
shaderCamera.renderingPath = RenderingPath.VertexLit;
shaderCamera.hdr = false;
shaderCamera.allowHDR = false;
shaderCamera.useOcclusionCulling = false;
shaderCamera.backgroundColor = new Color(0f, 0f, 0f, 0f);
shaderCamera.clearFlags = CameraClearFlags.SolidColor;
......
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