// Fragments initialisation public void InitMeshFragments() { // No fragments if (HasFragments == false) { return; } // Set velocity RFPhysic.SetFragmentsVelocity(this); // Sum total new fragments amount RayfireMan.inst.advancedDemolitionProperties.currentAmount += fragments.Count; // Set ancestor and descendants if (reset.mesh == RFReset.MeshResetType.ReuseInputMesh) { RFLimitations.SetAncestor(this); RFLimitations.SetDescendants(this); } // Fading. move to fragment if (fading.onDemolition == true) { fading.DemolitionFade(fragments); } }
// Fragments initialisation void InitFragments() { // No fragments if (HasFragments == false) { return; } // Set velocity RFPhysic.SetFragmentsVelocity(this); // TODO set current frame for cluster demol types // Sum total new fragments amount RayfireMan.inst.advancedDemolitionProperties.currentAmount += fragments.Count; // Set ancestor RFLimitations.SetAncestor(this); RFLimitations.SetDescendants(this); // Fading. move to fragment if (fading.onDemolition == true) { fading.DemolitionFade(fragments); } }