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);
}
}
}