namespace Zinnia.Tracking.Modification { using UnityEngine; using Zinnia.Process.Component; /// /// Mirrors the state of the source across all of the given target s. /// public class GameObjectStateMirror : GameObjectSourceTargetProcessor { /// /// Applies the source state to the target state. /// /// The source to take the active state from. /// The target to apply the active state to. protected override void ApplySourceToTarget(GameObject source, GameObject target) { target.gameObject.SetActive(source.gameObject.activeInHierarchy); } } }