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Removed problematic [RemoveInRelease] attributes
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hairibar committed Sep 30, 2020
1 parent f910805 commit 7f12dc7
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Showing 2 changed files with 12 additions and 9 deletions.
Original file line number Diff line number Diff line change
@@ -1,5 +1,4 @@
using System.Collections.Generic;
using Hairibar.EngineExtensions;
using UnityEngine;

namespace Hairibar.Ragdoll.Animation.Debug
Expand All @@ -9,7 +8,6 @@ namespace Hairibar.Ragdoll.Animation.Debug
/// </summary>
[AddComponentMenu("Ragdoll/Target Pose Visualizer")]
[RequireComponent(typeof(RagdollAnimator))]
[RemoveInRelease]
public class TargetPoseVisualizer : MonoBehaviour, ITargetPoseModifier
{
#region Inspector
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19 changes: 12 additions & 7 deletions Core/Runtime/Extra Features/Debug/RagdollColliderVisualizer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,6 @@ namespace Hairibar.Ragdoll.Debug
/// </summary>
[AddComponentMenu("Ragdoll/Ragdoll Collider Visualizer")]
[ExecuteAlways, RequireComponent(typeof(RagdollDefinitionBindings), typeof(RagdollSettings))]
[RemoveInRelease]
public class RagdollColliderVisualizer : MonoBehaviour
{
static Material poweredMaterial;
Expand Down Expand Up @@ -167,22 +166,28 @@ static void EnsureMaterials()
{
if (!kinematicMaterial)
{
kinematicMaterial = new Material(Shader.Find("Standard"));
kinematicMaterial.color = PowerSetting.Kinematic.GetVisualizationColor();
kinematicMaterial = new Material(Shader.Find("Standard"))
{
color = PowerSetting.Kinematic.GetVisualizationColor()
};
kinematicMaterial.SetFloat("_Glossiness", 0);
kinematicMaterial.SetFloat("_Metallic", 0);
}
if (!poweredMaterial)
{
poweredMaterial = new Material(Shader.Find("Standard"));
poweredMaterial.color = PowerSetting.Powered.GetVisualizationColor();
poweredMaterial = new Material(Shader.Find("Standard"))
{
color = PowerSetting.Powered.GetVisualizationColor()
};
poweredMaterial.SetFloat("_Glossiness", 0);
poweredMaterial.SetFloat("_Metallic", 0);
}
if (!unpoweredMaterial)
{
unpoweredMaterial = new Material(Shader.Find("Standard"));
unpoweredMaterial.color = PowerSetting.Unpowered.GetVisualizationColor();
unpoweredMaterial = new Material(Shader.Find("Standard"))
{
color = PowerSetting.Unpowered.GetVisualizationColor()
};
unpoweredMaterial.SetFloat("_Glossiness", 0);
unpoweredMaterial.SetFloat("_Metallic", 0);
}
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