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Vector3 | Direction [get, set] |
| The direction to raycast in More...
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LayerMask | LayerMask [get, set] |
| The layers to raycast against More...
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float | MaxDistance [get, set] |
| The maximum raycast distance More...
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float | Offset [get, set] |
| Defines an offset shift along the raycast direction More...
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bool | PathIsClosed [get] |
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bool | Warp [get, set] |
| If enabled, the entire path is moved to the nearest possible distance. If disabled, each path point is moved individually More...
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bool | Active [get, set] |
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bool | CircularReferenceError [get, set] |
| Whether this module has circular reference errors More...
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bool | Dirty [get, set] |
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CurvyGenerator | Generator [get] |
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ModuleInfoAttribute | Info [get] |
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List< CGModuleInputSlot > | Input [get] |
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Dictionary< string, CGModuleInputSlot > | InputByName [get] |
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virtual bool | IsConfigured [get] |
| Gets whether the module is properly configured i.e. has everything to work like intended More...
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virtual bool | IsInitialized [get] |
| Gets whether the module and all its dependencies are fully initialized More...
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string | ModuleName [get, set] |
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CurvyCGEvent | OnBeforeRefresh [get, set] |
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CurvyCGEvent | OnRefresh [get, set] |
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List< CGModuleOutputSlot > | Output [get] |
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Dictionary< string, CGModuleOutputSlot > | OutputByName [get] |
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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...
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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...
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int | UniqueID [get] |
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bool | PathIsClosed [get] |
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CGData[] | OnSlotDataRequest (CGModuleInputSlot requestedBy, CGModuleOutputSlot requestedSlot, params CGDataRequestParameter[] requests) |
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Component | AddManagedResource (string resourceName, string context="", int index=-1) |
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CGModule | CopyTo (CurvyGenerator targetGenerator) |
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void | Delete () |
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virtual 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...
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void | DeleteAllPrefabPools () |
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void | DeleteManagedResource (string resourceName, Component res, [NotNull] string context="", bool dontUsePool=false) |
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List< IPool > | GetAllPrefabPools () |
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CGModuleLink | GetInputLink (CGModuleInputSlot inSlot, CGModuleOutputSlot outSlot) |
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List< CGModuleLink > | GetInputLinks (CGModuleInputSlot inSlot) |
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CGModuleInputSlot | GetInputSlot (string name) |
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List< CGModuleInputSlot > | GetInputSlots (System.Type filterType=null) |
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bool | GetManagedResources (out List< Component > components, out List< string > resourceNames) |
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CGModuleLink | GetOutputLink (CGModuleOutputSlot outSlot, CGModuleInputSlot inSlot) |
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List< CGModuleLink > | GetOutputLinks (CGModuleOutputSlot outSlot) |
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CGModuleOutputSlot | GetOutputSlot (string name) |
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List< CGModuleOutputSlot > | GetOutputSlots (System.Type filterType=null) |
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void | Initialize () |
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bool | IsManagedResource (Component res) |
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virtual void | OnStateChange () |
| Called when a module's state changes (Link added/removed, Active toggles etc..) More...
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virtual void | OnTemplateCreated () |
| Called after a module was copied to a template More...
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virtual void | Refresh () |
| Add Module processing code in here More...
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void | ReInitializeLinkedSlots () |
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virtual void | Reset () |
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static void | Conform (CGPath path, Transform pathTransform, LayerMask layers, Vector3 projectionDirection, float offset, float rayLength, bool warp) |
| Conforms a path by projecting it on top of objects (with a collider) of a specific layer More...
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static CGPath | Conform (Transform pathTransform, CGPath path, LayerMask layers, Vector3 projectionDirection, float offset, float rayLength, bool warp) |
| Conforms a path by projecting it on top of objects (with a collider) of a specific layer More...
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static void Conform |
( |
CGPath |
path, |
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Transform |
pathTransform, |
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LayerMask |
layers, |
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Vector3 |
projectionDirection, |
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float |
offset, |
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float |
rayLength, |
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bool |
warp |
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) |
| |
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static |
Conforms a path by projecting it on top of objects (with a collider) of a specific layer
- Parameters
-
pathTransform | |
path | |
layers | |
projectionDirection | |
offset | |
rayLength | |
warp | If true, the projected path will keep its shape |
static CGPath Conform |
( |
Transform |
pathTransform, |
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CGPath |
path, |
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LayerMask |
layers, |
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Vector3 |
projectionDirection, |
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float |
offset, |
|
|
float |
rayLength, |
|
|
bool |
warp |
|
) |
| |
|
static |
Conforms a path by projecting it on top of objects (with a collider) of a specific layer
- Parameters
-
pathTransform | |
path | |
layers | |
projectionDirection | |
offset | |
rayLength | |
warp | If true, the projected path will keep its shape |
- Returns
- The same path as the input parameter 'path'
The direction to raycast in
The layers to raycast against
The maximum raycast distance
Defines an offset shift along the raycast direction
If enabled, the entire path is moved to the nearest possible distance. If disabled, each path point is moved individually
The documentation for this class was generated from the following file: