Class BodyVisibilityManager
Manages visibility of pre-split body region SkinnedMeshRenderers. Tracks per-slot hidden regions so unequipping one item doesn't reveal a region still hidden by another equipped item.
public class BodyVisibilityManager : CharacterBehaviour, IBodyVisibilityManager, ICharacterBehaviour, IModelReadyHandler
- Inheritance
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ObjectComponentBehaviourMonoBehaviourNetworkBehaviourBodyVisibilityManager
- Implements
- Inherited Members
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NetworkBehaviour.IsSpawnedNetworkBehaviour.ComponentIndexNetworkBehaviour.NetworkObjectNetworkBehaviour.MAXIMUM_NETWORKBEHAVIOURSNetworkBehaviour.UNSET_NETWORKBEHAVIOUR_IDNetworkBehaviour.ToString()NetworkBehaviour.Reset()NetworkBehaviour.OnValidate()NetworkBehaviour.IsBehaviourReconcilingNetworkBehaviour.ClearReplicateCache()NetworkBehaviour.CreateReconcile()NetworkBehaviour.Reconcile_Reader<T>(PooledReader, ref T)NetworkBehaviour.OnStartServerCalledNetworkBehaviour.OnStartClientCalledNetworkBehaviour.WritePayload(NetworkConnection, Writer)NetworkBehaviour.ReadPayload(NetworkConnection, Reader)NetworkBehaviour.OnStartNetwork()NetworkBehaviour.OnStopNetwork()NetworkBehaviour.OnStartServer()NetworkBehaviour.OnStopServer()NetworkBehaviour.OnOwnershipServer(NetworkConnection)NetworkBehaviour.OnSpawnServer(NetworkConnection)NetworkBehaviour.OnDespawnServer(NetworkConnection)NetworkBehaviour.OnStartClient()NetworkBehaviour.OnStopClient()NetworkBehaviour.OnOwnershipClient(NetworkConnection)NetworkBehaviour.ClearBuffedRpcs()NetworkBehaviour.ExcludeOwnerFromUnbufferedObserversRpcsNetworkBehaviour.IsClientOnlyNetworkBehaviour.IsServerOnlyNetworkBehaviour.IsHostNetworkBehaviour.IsClientNetworkBehaviour.IsServerNetworkBehaviour.IsDeinitializingNetworkBehaviour.NetworkManagerNetworkBehaviour.ServerManagerNetworkBehaviour.ClientManagerNetworkBehaviour.ObserverManagerNetworkBehaviour.TransportManagerNetworkBehaviour.TimeManagerNetworkBehaviour.SceneManagerNetworkBehaviour.PredictionManagerNetworkBehaviour.RollbackManagerNetworkBehaviour.NetworkObserverNetworkBehaviour.IsClientInitializedNetworkBehaviour.IsClientStartedNetworkBehaviour.IsClientOnlyInitializedNetworkBehaviour.IsClientOnlyStartedNetworkBehaviour.IsServerInitializedNetworkBehaviour.IsServerStartedNetworkBehaviour.IsServerOnlyInitializedNetworkBehaviour.IsServerOnlyStartedNetworkBehaviour.IsHostInitializedNetworkBehaviour.IsHostStartedNetworkBehaviour.IsOfflineNetworkBehaviour.IsNetworkedNetworkBehaviour.GetIsNetworked()NetworkBehaviour.IsManagerReconcilingNetworkBehaviour.ObserversNetworkBehaviour.IsOwnerNetworkBehaviour.IsControllerNetworkBehaviour.HasAuthorityNetworkBehaviour.OwnerNetworkBehaviour.OwnerIdNetworkBehaviour.ObjectIdNetworkBehaviour.LocalConnectionNetworkBehaviour.OwnerMatches(NetworkConnection)NetworkBehaviour.Despawn(GameObject, DespawnType?)NetworkBehaviour.Despawn(NetworkObject, DespawnType?)NetworkBehaviour.Despawn(DespawnType?)NetworkBehaviour.Spawn(GameObject, NetworkConnection, Scene)NetworkBehaviour.Spawn(NetworkObject, NetworkConnection, Scene)NetworkBehaviour.RemoveOwnership()NetworkBehaviour.GiveOwnership(NetworkConnection)NetworkBehaviour.GetInstance<T>()NetworkBehaviour.TryRegisterInstance<T>(T)NetworkBehaviour.UnregisterInstance<T>()NetworkBehaviour.CanLog(LoggingType)MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.useGUILayoutMonoBehaviour.didStartMonoBehaviour.didAwakeMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.GetComponentIndex()Component.CompareTag(TagHandle)Component.transformComponent.transformHandleComponent.gameObjectComponent.tagObject.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.FindObjectsByType<T>()Object.FindObjectsByType<T>(FindObjectsInactive)Object.nameObject.hideFlags
Properties
SkeletonRoot
The root Transform of the character skeleton. Equipment meshes are bound to this skeleton.
public Transform SkeletonRoot { get; }
Property Value
- Transform
Methods
HideRegions(BodyRegion[], ItemSlot)
Hides the specified body regions. Tracks which slot requested the hide.
public void HideRegions(BodyRegion[] regions, ItemSlot slot)
Parameters
regionsBodyRegion[]Body regions to hide.
slotItemSlotThe equipment slot causing the hide.
OnModelReady()
Called when the character model has finished loading. At this point, the skeleton, Animator, and body region renderers are available.
public void OnModelReady()
OnStartCharacter()
Initial discovery attempt. May fail if model hasn't loaded yet. Full discovery happens in OnModelReady().
public override void OnStartCharacter()
ResetState(bool)
Forgets the model this manager discovered before the object returns to the pool.
public override void ResetState(bool asServer)
Parameters
asServerboolTrue if called on the server.
Remarks
Everything here points into a character model that is about to be destroyed: renderers
keyed by body region, the per-slot hide counts that decide which of them are visible,
and the skeleton root CharacterAppearanceManager and
EquipmentVisualController both read from this component. Only
OnModelReady() cleared them, and that fires when the next model finishes
loading — asynchronously, and not at all if the next occupant of the pool slot fails
to load a model. Until then the two readers above would bind their meshes to a dead
skeleton, and the inherited hide counts would leave body regions switched off on a
character wearing nothing that hides them.
ShowAllRegions()
Shows all body regions regardless of equipped items.
public void ShowAllRegions()
ShowRegionsForSlot(ItemSlot)
Shows body regions previously hidden by the specified slot. Regions still hidden by other equipped items remain hidden.
public void ShowRegionsForSlot(ItemSlot slot)
Parameters
slotItemSlotThe equipment slot whose hidden regions to restore.