DestructibleGlobalMeshSpawner class manages the spawning and lifecycle of destructible global meshes within the MRUK framework.
CreateOnRoomLoaded
: MRUK.RoomFilter |
Signature
MRUK.RoomFilter CreateOnRoomLoaded |
OnDestructibleMeshCreated
: UnityEvent< DestructibleMeshComponent > |
Event triggered when a destructible mesh is successfully created.
Signature
UnityEvent<DestructibleMeshComponent> OnDestructibleMeshCreated |
OnSegmentationCompleted
: Func< DestructibleMeshComponent.MeshSegmentationResult, DestructibleMeshComponent.MeshSegmentationResult > |
Function delegate that processes the segmentation result.
It can be used to modify the segmentation results before they are instantiated.
Signature
Func<DestructibleMeshComponent.MeshSegmentationResult, DestructibleMeshComponent.MeshSegmentationResult> OnSegmentationCompleted |
GlobalMeshMaterial
: Material
[Get][Set] |
Gets or sets the material used for the mesh.
This material is applied to the mesh segments that are created during the segmentation process.
Signature
Material GlobalMeshMaterial |
MaxPointsCount
: int
[Get][Set] |
Gets or sets the maximum number of points that the destructible mesh can contain.
The higher number of points the higher the impact on performance
Signature
int MaxPointsCount |
PointsPerUnitX
: float
[Get][Set] |
Gets or sets the number of points per unit along the X-axis for the destructible mesh.
This setting affects the density and detail of the mesh, influencing both visual quality and performance.
Signature
float PointsPerUnitX |
PointsPerUnitY
: float
[Get][Set] |
Gets or serts the number of points per unit along the Y-axis for the destructible mesh.
This setting affects the density and detail of the mesh, influencing both visual quality and performance.
Signature
float PointsPerUnitY |
ReservedBottom
: float
[Get][Set] |
Gets or sets the reserved space at the bottom of the mesh.
TThis space is not included in the destructible area, allowing for controlled segmentation.
Signature
float ReservedBottom |
ReservedTop
: float
[Get][Set] |
Gets or sets the reserved space at the top of the mesh.
This space is not included in the destructible area, allowing for controlled segmentation.
Signature
float ReservedTop |
ReserveSpace
: bool
[Get][Set] |
Gets or sets whether to keep some reserved un-destructible space (defined in meters).
Signature
bool ReserveSpace |
AddDestructibleGlobalMesh
(
room
)
|
Adds a destructible global mesh to a specific room.
This method checks for existing meshes in the room and creates a new one if none exists. The destructible mesh is created using the specified parameters, including the material, points per unit, and maximum points count. A DestructibleMeshComponent is added to the destructible global mesh game object, and the segmentation process is started.
Signature
DestructibleGlobalMesh AddDestructibleGlobalMesh(MRUKRoom room) Parameters |
RemoveDestructibleGlobalMesh
(
room
)
|
Removes a destructible global mesh from the specified room.
If no room is specified, it defaults to the current room.
Signature
void RemoveDestructibleGlobalMesh(MRUKRoom room=null) Parameters Returns void |
TryGetDestructibleMeshForRoom
(
room
, destructibleGlobalMesh
)
|
Attempts to find a destructible mesh associated with a specific room.
If found, the method returns true and provides the mesh via an out parameter.
Signature
bool TryGetDestructibleMeshForRoom(MRUKRoom room, out DestructibleGlobalMesh destructibleGlobalMesh) Parameters destructibleGlobalMesh: out DestructibleGlobalMesh
Out parameter that will hold the destructible mesh if found.
Returns bool
False if the mesh is not found (i.e., default value is returned), otherwise true.
|