Thanks.
Internally, the plugin flattens all shapes into an array of paths (Segments).
Segment 0: The main outer polygon boundary.
Segment 1: The first hole (or first fractured shard).
Segment 2: The second hole (or second fractured shard).
Polygon.PointWorldX("0_5") gets the 6th point of the main outer boundary.
Polygon.PointWorldX("1_0") gets the 1st point of the first hole/fragment.
Polygon.PointWorldX("2_4") gets the 5th point of the second hole/fragment.
Using a loop,
Polygon.PointWorldX( str(SegmentLoopIndex) & "_" & str(PointLoopIndex) )
If you want to spawn objects along the paths of the holes, you can nest two loops,
+ (Event Trigger)
+ System: Repeat Polygon.PathCount times (Loops through the main shape and all holes)
+ System: Local Number 'seg' = LoopIndex
+ System: Repeat Polygon.SegmentPointCount(seg) times (Loops through the points of this specific hole)
+ System: Local Number 'pt' = LoopIndex
-> System: Create Object Dot at X: Polygon.PointWorldX(str(seg) & "_" & str(pt)), Y: Polygon.PointWorldY(str(seg) & "_" & str(pt))
If a polygon was created based on the image points of a sprite, it will adopt those image point names.
If you create a polygon and name the point "bob", you can access that point by that specific name.
Points can be retrieved both by their unique name or the default "SegmentIndex_PointIndex".