16 lines
1.4 KiB
Markdown
16 lines
1.4 KiB
Markdown
# AddModel
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AddModel is a method in EntityControl that is called whenever a need to have a custom object structure occurs for [AnimIDs](../../../Enums%20and%20IDs/AnimIDs.md) that needs it:
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````cs
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public void AddModel(string path, Vector3 offset)
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````
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The `path` is the path of a prefab in the asset tree and the `offset` is the desired local position. The actual object gets assigned to `model` with the parent being the `spritetransform`. The `modelscale` is set to the model's actual scale.
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The way the animator is setup is different than normal. Normally, the animator is present on the [Entity](../../Entity.md)'s root object, but when a model is added, the prefab's root can have an animator already defined. In which case, this is the one that will be assigned to `anim` instead of the root's one. This allows the controller attached to target the [AnimIDs](../../../Enums%20and%20IDs/AnimIDs.md) specifically even if the structure isn't standard.
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Finally, this method also makes sure to setup all the child when `hologram` is true. Specifically:
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* All child's SpriteRenderer have their material assigned to the holosprite one and if `cotunknown`, with a color of opaque pure black on the sprite and material
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* All child's SkinnedMeshRender and MeshRenderer have their material assigned to the holosprite one and if `cotunknown`, with a color of opaque pure black on material or the same color with 50% transparent otherwise
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