Public Attributes | |
CGModuleInputSlot | InGameObjectArray = new CGModuleInputSlot() |
CGModuleInputSlot | InSpots = new CGModuleInputSlot() |
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List< CGModuleLink > | InputLinks = new List<CGModuleLink>() |
List< CGModuleLink > | OutputLinks = 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] |
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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< CGModuleInputSlot > | Input [get] |
Dictionary< string, CGModuleInputSlot > | InputByName [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< CGModuleOutputSlot > | Output [get] |
Dictionary< string, CGModuleOutputSlot > | OutputByName [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... | |
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GameObject | SaveToScene (Transform parent=null) |
Save the created resource(s) to the scene More... | |
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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< CGModuleLink > | GetInputLinks (CGModuleInputSlot inSlot) |
CGModuleInputSlot | GetInputSlot (string name) |
List< CGModuleInputSlot > | GetInputSlots (System.Type filterType=null) |
bool | GetManagedResources (out List< Component > components, out List< string > resourceNames) |
CGModuleLink | GetOutputLink (CGModuleOutputSlot outSlot, CGModuleInputSlot inSlot) |
List< CGModuleLink > | GetOutputLinks (CGModuleOutputSlot outSlot) |
CGModuleOutputSlot | GetOutputSlot (string name) |
List< CGModuleOutputSlot > | GetOutputSlots (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... | |
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virtual void | Awake () |
CurvyCGEventArgs | OnBeforeRefreshEvent (CurvyCGEventArgs e) |
virtual void | OnDestroy () |
virtual void | OnDisable () |
virtual void | OnEnable () |
CurvyCGEventArgs | OnRefreshEvent (CurvyCGEventArgs e) |
Additional Inherited Members | |
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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... | |
void Clear | ( | ) |
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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
Reimplemented from CGModule.
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Add Module processing code in here
Reimplemented from CGModule.
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protectedvirtual |
Save a specific resource to the scene as a GameObject
Implements ResourceExportingModule.
CGModuleInputSlot InGameObjectArray = new CGModuleInputSlot() |
CGModuleInputSlot InSpots = new CGModuleInputSlot() |
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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
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