Mesh Renderer Stitch Lightmap Seams#
Mesh / Mesh Renderer / Mesh Renderer Stitch Lightmap Seams
Can Read
Can Write
Description#
The Stitch Lightmap Seams property of the Mesh Renderer component
Code#
// <auto-generated>
// This script was automatically generated using the Visual Script Transpiler.
// Do not modify. Changes to this file will be lost when updating the package.
// </auto-generated>
using System;
using UnityEngine;
using VisualScript.Icons;
namespace VisualScript.Runtime
{
[Get]
[Set]
[Title("Mesh Renderer Stitch Lightmap Seams")]
[Category("Mesh/Mesh Renderer/Stitch Lightmap Seams")]
[Description("The Stitch Lightmap Seams property of the Mesh Renderer component")]
[Image(typeof(IconMesh), ColorTheme.Type.Blue, typeof(BadgeEye))]
[Serializable]
public class GenTypeBool_MeshRenderer_StitchLightmapSeams : TypeBool
{
[SerializeField] private GetGameObject m_MeshRenderer = new GetGameObject(
new GenTypeGameObject_MeshRenderer()
);
public override bool GetPreview(GameObject source)
{
GameObject instance = this.m_MeshRenderer.GetPreview(source);
if (instance == null) return default;
MeshRenderer component = instance.GetComponent<MeshRenderer>();
return component != null ? component.stitchLightmapSeams : default;
}
public override bool Get(Args args)
{
MeshRenderer instance = this.m_MeshRenderer.Get<MeshRenderer>(args);
return instance != null
? instance.stitchLightmapSeams
: default;
}
public override void Set(bool value, Args args)
{
MeshRenderer component = this.m_MeshRenderer.Get<MeshRenderer>(args);
if (component != null) component.stitchLightmapSeams = (bool) value;
}
public override string ToString()
{
return $"{this.m_MeshRenderer} Stitch Lightmap Seams";
}
protected override SubscriptionMode Subscription => SubscriptionMode.OnChange;
}
}