Table of Contents

Class ClearingOptions

Namespace
S1MAPI.Building.Structural
Assembly
S1MAPI_Mono.dll

Configuration for area clearing operations.

public sealed class ClearingOptions
Inheritance
ClearingOptions
Inherited Members

Constructors

ClearingOptions()

public ClearingOptions()

Properties

ClearSceneObjects

Whether to remove all scene objects within the building footprint.

public bool ClearSceneObjects { get; set; }

Property Value

bool

ClearTerrainTrees

Whether to remove terrain tree instances.

public bool ClearTerrainTrees { get; set; }

Property Value

bool

ClearVegetation

Whether to remove vegetation/clutter within the padded area around the building.

public bool ClearVegetation { get; set; }

Property Value

bool

Default

Default clearing options.

public static ClearingOptions Default { get; }

Property Value

ClearingOptions

Filter

Optional filter applied to both passes. Return true to keep, false to remove.

public Func<GameObject, bool>? Filter { get; set; }

Property Value

Func<GameObject, bool>

Examples

// Keep rocks inside the building footprint: options.Filter = go => go.name.Contains("Rock");

Padding

Extra padding around the clearing bounds in meters.

public float Padding { get; set; }

Property Value

float

Preserved

Transforms to preserve during clearing (e.g. the building itself). All children of preserved transforms are also preserved. Auto-populated from the building hierarchy when using ClearAroundBuilding(GameObject, Vector3, ClearingOptions?).

public Transform[]? Preserved { get; set; }

Property Value

Transform[]

ProtectedKeywords

Name patterns for objects protected from footprint destruction (case-insensitive). Objects matching these keywords are skipped by the footprint pass because they typically extend far beyond the building and leave visible gaps when destroyed. Set to null to destroy everything in the footprint.

public string[]? ProtectedKeywords { get; set; }

Property Value

string[]

VegetationKeywords

Name patterns for vegetation and natural clutter (case-insensitive). Only used by the vegetation pass. Objects inside the building footprint are destroyed regardless of keywords (unless protected).

public string[]? VegetationKeywords { get; set; }

Property Value

string[]