Class ExplodeSubmeshes
Explode submeshes from the input into distinct meshes
Inheritance
Inherited Members
Namespace: UnityEditor.PixyzPlugin4Unity.Actions
Assembly: Unity.Pixyz.Plugin4Unity.Editor.dll
Syntax
public class ExplodeSubmeshes : PixyzAction
Fields
| Name | Description |
|---|---|
| type | Material: Explodes each GameObject into multiple GameObjects based on their material. Unconnected Meshes: Explodes each GameObject based on mesh connectivity. |
Properties
| Name | Description |
|---|---|
| Icon | Icon to be displayed in Toolbox and Rule Engine. If null, no icon will be displayed. To support light and dark themes: specify light theme path. Dark theme file name should be the same with a "d_" prefix. To support selected and unselected states: selected files names should be the same as main files but with a "s_" prefix. |
| Id | The id of the Acton implementation. This id should be unique and is readonly. The id is the actual reference if the Action is serialized (in a set of RuleEngine Rules for example). |
| IsAsync | Should the Action be fired in as a Task |
| MenuPathRuleEngine | The menu path for the RuleEngine. |
| MenuPathToolbox | The menu path for the Toolbox. |
| Priority | The order to use when placing this Action in a list. If the value is -1, the display name will be used instead; |
| Tooltip | Returns the tooltip. |
Methods
| Name | Description |
|---|---|
| GetWarnings() | Virtual method for Warning checks before execution. |
| PostProcess(ref IList<GameObject>) | Use to modify the output after the 'Run' method is executed. Always executed on the main thread. |
| PreProcess(ref IList<GameObject>) | Use to validate/modify the input before the 'Run' method is executed. Always executed on the main thread. |
| Run(IList<GameObject>) | Abstract execution method. When creating a new Action, this method implementation will hold all the processing code. Executed on a background thread if IsAsync is true. |
| Run(OccurrenceList) | Runs in Pixyz context. To be overriden in the derived class. |
| Validate(object) | Called to validated/check the new input (new selection in the editor with toolbox action, or before running action in ruleset) |