Extensions for UnityDisplayNodes
public static class UnityDisplayNodeExt
Inheritance System.Object UnityDisplayNodeExt
Dumps all textures for every renderer in the node
public static void DumpTextures(this UnityDisplayNode node, string prefix);
node
Il2CppAssets.Scripts.Unity.Display.UnityDisplayNode
prefix
System.String
Get all 3D models attached to this UnityDisplayNode.
public static System.Collections.Generic.List<Transform> Get3DModels(this UnityDisplayNode unityDisplayNode);
unityDisplayNode
Il2CppAssets.Scripts.Unity.Display.UnityDisplayNode
System.Collections.Generic.List<UnityEngine.Transform>
Gets the transform associated with the given bone
public static Transform GetBone(this UnityDisplayNode unityDisplayNode, string boneName);
unityDisplayNode
Il2CppAssets.Scripts.Unity.Display.UnityDisplayNode
boneName
System.String
Gets the first (or an indexed) SkinnedMeshRenderer/MeshRenderer
public static Renderer GetMeshRenderer(this UnityDisplayNode node, int index=0, bool recalculate=true);
node
Il2CppAssets.Scripts.Unity.Display.UnityDisplayNode
index
System.Int32
recalculate
System.Boolean
Gets all renderers that are of type SkinnedMeshRenderer or MeshRenderer
public static System.Collections.Generic.List<Renderer> GetMeshRenderers(this UnityDisplayNode node, bool recalculate=true);
node
Il2CppAssets.Scripts.Unity.Display.UnityDisplayNode
recalculate
System.Boolean
System.Collections.Generic.List<UnityEngine.Renderer>
Gets the first generic renderer of the specified type, recalculating the renderers if need be
public static T GetRenderer<T>(this UnityDisplayNode node, bool recalculate=true)
where T : Renderer;
T
The type of Renderer you're looking for
node
Il2CppAssets.Scripts.Unity.Display.UnityDisplayNode
The UnityDisplayNode
recalculate
System.Boolean
Whether to recalculate renderers
Gets all generic renderers on this UnityDisplayNode, recalculating the renderers if need be
public static System.Collections.Generic.List<Renderer> GetRenderers(this UnityDisplayNode node, bool recalculate=true);
node
Il2CppAssets.Scripts.Unity.Display.UnityDisplayNode
The UnityDisplayNode
recalculate
System.Boolean
Whether to recalculate renderers
System.Collections.Generic.List<UnityEngine.Renderer>
Gets all generic renderers of the specified type, recalculating the renderers if need be
public static System.Collections.Generic.List<T> GetRenderers<T>(this UnityDisplayNode node, bool recalculate=true)
where T : Renderer;
T
The type of Renderer you're looking for
node
Il2CppAssets.Scripts.Unity.Display.UnityDisplayNode
The UnityDisplayNode
recalculate
System.Boolean
Whether to recalculate renderers
System.Collections.Generic.List<T>
Prints relevant info about this node to the console
public static void PrintInfo(this UnityDisplayNode node);
node
Il2CppAssets.Scripts.Unity.Display.UnityDisplayNode
Removes (hides) a given bone
public static void RemoveBone(this UnityDisplayNode unityDisplayNode, string boneName, bool alreadyUnbound=false);
unityDisplayNode
Il2CppAssets.Scripts.Unity.Display.UnityDisplayNode
boneName
System.String
alreadyUnbound
System.Boolean
Saves the texture used for this node's mesh renderer
By default, this saves to local files, aka "C:\Users...\AppData\LocalLow\Ninja Kiwi\BloonsTD6"
public static void SaveMeshTexture(this UnityDisplayNode node, int index=0, string path=null);
node
Il2CppAssets.Scripts.Unity.Display.UnityDisplayNode
The UnityDisplayNode
index
System.Int32
path
System.String
Optional path to save to instead