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
ClearTerrainTrees
Whether to remove terrain tree instances.
public bool ClearTerrainTrees { get; set; }
Property Value
ClearVegetation
Whether to remove vegetation/clutter within the padded area around the building.
public bool ClearVegetation { get; set; }
Property Value
Default
Default clearing options.
public static ClearingOptions Default { get; }
Property Value
Filter
Optional filter applied to both passes. Return true to keep, false to remove.
public Func<GameObject, bool>? Filter { get; set; }
Property Value
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
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[]