DinoFracture 2.11.1
A Dynamic Fracture Library
Loading...
Searching...
No Matches

DinoFracture.FractureEngineBase Class Reference

Base class for the fracture engine. More...

Inheritance diagram for DinoFracture.FractureEngineBase:
[legend]

Static Public Member Functions

static void ClearCachedFractureData ()
 During both slicing and shattering, temporary data is created and cached to greatly improve future fracture performance.
 
static CoroutineHandle QueueCoroutine (IEnumerator enumerator)
 Adds a coroutine that will start processing on the next update.
 
static bool CancelCoroutine (CoroutineHandle handle)
 Cancels a running coroutine.
 

Protected Member Functions

virtual void Update ()
 Update.
 
void RunOnMainThread (Action action)
 Run delegate on main thread.
 

Properties

static FractureEngineBase Instance [get, set]
 Internal instance.
 
static bool ForceSynchronousPreFractureInEditor [get]
 If true, pre-fracturing in the editor will always be synchronous.
 

Detailed Description

Base class for the fracture engine.

Member Function Documentation

◆ CancelCoroutine()

static bool DinoFracture.FractureEngineBase.CancelCoroutine ( CoroutineHandle handle)
inlinestatic

Cancels a running coroutine.

Returns
True if the coroutine was stopped; false if the coroutine has already finished.

◆ ClearCachedFractureData()

static void DinoFracture.FractureEngineBase.ClearCachedFractureData ( )
inlinestatic

During both slicing and shattering, temporary data is created and cached to greatly improve future fracture performance.

Calling this method releases that temporary data back to be reclaimed by the GC.

Calling this method may cause a large GC spike soon after. It is recommended to call this during 'downtime' in the game, such as during level load.

◆ RunOnMainThread()

void DinoFracture.FractureEngineBase.RunOnMainThread ( Action action)
inlineprotected

Run delegate on main thread.

Parameters
action

Property Documentation

◆ ForceSynchronousPreFractureInEditor

bool DinoFracture.FractureEngineBase.ForceSynchronousPreFractureInEditor
staticget

If true, pre-fracturing in the editor will always be synchronous.

This is mainly used for debugging purposes.