using System.Collections; using System.Collections.Generic; using UnityEngine; public enum ESeinNodeType { Component = 1, Actor = 2 }; [AddComponentMenu("Sein/Core Components/Sein Scene Node")] public class SeinNode : MonoBehaviour { public static string extensionName = "Sein_node"; [Header("Node Type")] // If this node is toplevel, selfType will default to Actor // If not toplevel, it will default to Inherit // If parent's type is Component, it must be Component public ESeinNodeType selfType = ESeinNodeType.Actor; // If this node is toplevel, childrenType will default to Actor // If not toplevel, it will default to Inherit public ESeinNodeType childrenType = ESeinNodeType.Component; [Header("Custom Class")] // For customizing Actor or Component public string className = ""; // Only works when selfType is Actor [Header("Properties for actor")] public new string tag = ""; public int layer = 0xfffffff; public bool persistent = false; public bool emitComponentsDestroy = true; // no logic component // onUpdate will not be trigger public bool updateOnEverTick = true; // no need update matrix public bool isStatic = false; // skip public bool skipThisNode = false; }