// Copy from public void CopyFrom(RFDemolitionMesh demolition) { amount = demolition.amount; variation = demolition.variation; depthFade = demolition.depthFade; seed = demolition.seed; contactBias = demolition.contactBias; useShatter = false; // TODO input mesh for fragments ?? turn off for now meshInput = demolition.meshInput; meshInput = MeshInputType.AtDemolition; properties.CopyFrom(demolition.properties); runtimeCaching = new RFRuntimeCaching(); Reset(); shatterMode = 1; innerSubId = 0; compressPrefab = true; cacheRotationStart = Quaternion.identity; mesh = null; rfShatter = null; }
/// ///////////////////////////////////////////////////////// /// Constructor /// ///////////////////////////////////////////////////////// // Constructor public RFDemolitionMesh() { amount = 15; variation = 0; depthFade = 0.5f; contactBias = 0f; seed = 1; useShatter = false; meshInput = MeshInputType.AtDemolition; properties = new RFFragmentProperties(); runtimeCaching = new RFRuntimeCaching(); Reset(); shatterMode = 1; innerSubId = 0; compressPrefab = true; cacheRotationStart = Quaternion.identity; mesh = null; rfShatter = null; }