Curvy  8.3.0
CreateGameObject Class Reference
+ Inheritance diagram for CreateGameObject:
+ Collaboration diagram for CreateGameObject:

Public Attributes

CGModuleInputSlot InGameObjectArray = new CGModuleInputSlot()
 
CGModuleInputSlot InSpots = new CGModuleInputSlot()
 
- Public Attributes inherited from CGModule
List< CGModuleLinkInputLinks = new List<CGModuleLink>()
 
List< CGModuleLinkOutputLinks = new List<CGModuleLink>()
 
CGModuleProperties Properties = new CGModuleProperties()
 
List< string > UIMessages = new List<string>()
 

Properties

bool ApplyLayerOnChildren [get, set]
 Whether the layer defined in Layer should be applied only on the root of a created game object, or it should be applied on its whole hierarchy More...
 
int GameObjectCount [get]
 
CGGameObjectResourceCollection GameObjects [get]
 
int Layer [get, set]
 
bool MakeStatic [get, set]
 
- Properties inherited from CGModule
bool Active [get, set]
 
bool CircularReferenceError [get, set]
 Whether this module has circular reference errors More...
 
bool Dirty [get, set]
 
CurvyGenerator Generator [get]
 
ModuleInfoAttribute Info [get]
 
List< CGModuleInputSlotInput [get]
 
Dictionary< string, CGModuleInputSlotInputByName [get]
 
virtual bool IsConfigured [get]
 Gets whether the module is properly configured i.e. has everything to work like intended More...
 
virtual bool IsInitialized [get]
 Gets whether the module and all its dependencies are fully initialized More...
 
string ModuleName [get, set]
 
CurvyCGEvent OnBeforeRefresh [get, set]
 
CurvyCGEvent OnRefresh [get, set]
 
List< CGModuleOutputSlotOutput [get]
 
Dictionary< string, CGModuleOutputSlotOutputByName [get]
 
bool RandomizeSeed [get, set]
 If is set to false, Seed is used to initialize Unity's random numbers generator before refreshing the current module. If set to true, a random seed will be used More...
 
int Seed [get, set]
 If RandomizeSeed is set to false, Seed is used to initialize Unity's random numbers generator before refreshing the If RandomizeSeed is set to true, a random seed will be used current module More...
 
int UniqueID [get]
 

Public Member Functions

void Clear ()
 
override bool DeleteAllOutputManagedResources ()
 Delete all the managed resources acting as an output. One example of this are the generated meshes by the FluffyUnderware.Curvy.Generator.Modules.CreateMesh module More...
 
override void Refresh ()
 Add Module processing code in here More...
 
- Public Member Functions inherited from ResourceExportingModule
GameObject SaveToScene (Transform parent=null)
 Save the created resource(s) to the scene More...
 
- Public Member Functions inherited from CGModule
Component AddManagedResource (string resourceName, string context="", int index=-1)
 
CGModule CopyTo (CurvyGenerator targetGenerator)
 
void Delete ()
 
void DeleteAllPrefabPools ()
 
void DeleteManagedResource (string resourceName, Component res, [NotNull] string context="", bool dontUsePool=false)
 
List< IPool > GetAllPrefabPools ()
 
CGModuleLink GetInputLink (CGModuleInputSlot inSlot, CGModuleOutputSlot outSlot)
 
List< CGModuleLinkGetInputLinks (CGModuleInputSlot inSlot)
 
CGModuleInputSlot GetInputSlot (string name)
 
List< CGModuleInputSlotGetInputSlots (System.Type filterType=null)
 
bool GetManagedResources (out List< Component > components, out List< string > resourceNames)
 
CGModuleLink GetOutputLink (CGModuleOutputSlot outSlot, CGModuleInputSlot inSlot)
 
List< CGModuleLinkGetOutputLinks (CGModuleOutputSlot outSlot)
 
CGModuleOutputSlot GetOutputSlot (string name)
 
List< CGModuleOutputSlotGetOutputSlots (System.Type filterType=null)
 
void Initialize ()
 
bool IsManagedResource (Component res)
 
virtual void OnStateChange ()
 Called when a module's state changes (Link added/removed, Active toggles etc..) More...
 
virtual void OnTemplateCreated ()
 Called after a module was copied to a template More...
 
void ReInitializeLinkedSlots ()
 
virtual void Reset ()
 

Protected Member Functions

override GameObject SaveResourceToScene (Component managedResource, Transform newParent)
 Save a specific resource to the scene as a GameObject More...
 
- Protected Member Functions inherited from CGModule
virtual void Awake ()
 
CurvyCGEventArgs OnBeforeRefreshEvent (CurvyCGEventArgs e)
 
virtual void OnDestroy ()
 
virtual void OnDisable ()
 
virtual void OnEnable ()
 
CurvyCGEventArgs OnRefreshEvent (CurvyCGEventArgs e)
 

Additional Inherited Members

- Static Protected Member Functions inherited from CGModule
static T GetRequestParameter< T > (ref CGDataRequestParameter[] requests)
 Gets a request parameter of a certain type More...
 
static void RemoveRequestParameter (ref CGDataRequestParameter[] requests, CGDataRequestParameter request)
 Removes a certain request parameter from the requests array More...
 

Member Function Documentation

void Clear ( )
override bool DeleteAllOutputManagedResources ( )
virtual

Delete all the managed resources acting as an output. One example of this are the generated meshes by the FluffyUnderware.Curvy.Generator.Modules.CreateMesh module

Returns
True if there were deleted resources

Reimplemented from CGModule.

override void Refresh ( )
virtual

Add Module processing code in here

Reimplemented from CGModule.

override GameObject SaveResourceToScene ( Component  managedResource,
Transform  newParent 
)
protectedvirtual

Save a specific resource to the scene as a GameObject

Returns
The saved GameObject

Implements ResourceExportingModule.

Member Data Documentation

CGModuleInputSlot InGameObjectArray = new CGModuleInputSlot()

Property Documentation

bool ApplyLayerOnChildren
getset

Whether the layer defined in Layer should be applied only on the root of a created game object, or it should be applied on its whole hierarchy

int GameObjectCount
get
int Layer
getset
bool MakeStatic
getset

The documentation for this class was generated from the following file: