Table of Contents
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 whose name contains the specified string, recalculating the renderers if need be
public static Renderer GetRenderer(this UnityDisplayNode node, string nameContains, bool recalculate=true);
node
Il2CppAssets.Scripts.Unity.Display.UnityDisplayNode
The UnityDisplayNode
nameContains
System.String
String that renderer name must contain
recalculate
System.Boolean
Whether to recalculate renderers
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 the first generic renderer of the specified type whose name contains the specified string, recalculating the renderers if need be
public static T GetRenderer<T>(this UnityDisplayNode node, string nameContains, bool recalculate=true)
where T : Renderer;
T
The type of Renderer you're looking for
node
Il2CppAssets.Scripts.Unity.Display.UnityDisplayNode
The UnityDisplayNode
nameContains
System.String
String that renderer name must contain
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