public ExploderParams(ExploderObject exploder) { Position = ExploderUtils.GetCentroid(exploder.gameObject); DontUseTag = exploder.DontUseTag; Radius = exploder.Radius; UseCubeRadius = exploder.UseCubeRadius; CubeRadius = exploder.CubeRadius; ForceVector = exploder.ForceVector; UseForceVector = exploder.UseForceVector; Force = exploder.Force; FrameBudget = exploder.FrameBudget; TargetFragments = exploder.TargetFragments; DeactivateOptions = exploder.DeactivateOptions; DeactivateTimeout = exploder.DeactivateTimeout; MeshColliders = exploder.MeshColliders; ExplodeSelf = exploder.ExplodeSelf; HideSelf = exploder.HideSelf; ThreadOptions = exploder.ThreadOption; DestroyOriginalObject = exploder.DestroyOriginalObject; ExplodeFragments = exploder.ExplodeFragments; SplitMeshIslands = exploder.SplitMeshIslands; FragmentOptions = exploder.FragmentOptions.Clone(); SFXOptions = exploder.SFXOptions.Clone(); Use2DCollision = exploder.Use2DCollision; FragmentPoolSize = exploder.FragmentPoolSize; FragmentPrefab = exploder.FragmentPrefab; FadeoutOptions = exploder.FadeoutOptions; DisableRadiusScan = exploder.DisableRadiusScan; UniformFragmentDistribution = exploder.UniformFragmentDistribution; DisableTriangulation = exploder.DisableTriangulation; ExploderGameObject = exploder.gameObject; }
public ExploderSettings(ExploderObject exploder) { Position = ExploderUtils.GetCentroid(exploder.gameObject); DontUseTag = exploder.DontUseTag; Radius = exploder.Radius; UseCubeRadius = exploder.UseCubeRadius; CubeRadius = exploder.CubeRadius; ForceVector = exploder.ForceVector; UseForceVector = exploder.UseForceVector; Force = exploder.Force; FrameBudget = exploder.FrameBudget; TargetFragments = exploder.TargetFragments; DeactivateOptions = exploder.DeactivateOptions; DeactivateTimeout = exploder.DeactivateTimeout; MeshColliders = exploder.MeshColliders; ExplodeSelf = exploder.ExplodeSelf; HideSelf = exploder.HideSelf; DestroyOriginalObject = exploder.DestroyOriginalObject; ExplodeFragments = exploder.ExplodeFragments; SplitMeshIslands = exploder.SplitMeshIslands; FragmentOptions = exploder.FragmentOptions.Clone(); SfxOptions = exploder.SFXOptions.Clone(); Use2DCollision = exploder.Use2DCollision; FragmentPoolSize = exploder.FragmentPoolSize; FragmentPrefab = exploder.FragmentPrefab; FadeoutOptions = exploder.FadeoutOptions; SFXOptions = exploder.SFXOptions; DisableRadiusScan = exploder.DisableRadiusScan; UniformFragmentDistribution = exploder.UniformFragmentDistribution; AllowOpenMeshCutting = exploder.AllowOpenMeshCutting; }
/// <summary> /// set options for deactivations /// </summary> public void SetDeactivateOptions(DeactivateOptions options, FadeoutOptions fadeoutOptions, float timeout) { if (pool != null) { foreach (var fragment in pool) { fragment.deactivateOptions = options; fragment.deactivateTimeout = timeout; fragment.fadeoutOptions = fadeoutOptions; } } }