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diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Utilities/AnimationLinkTraverser.cs b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Utilities/AnimationLinkTraverser.cs
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+using System.Collections;
+using UnityEngine;
+
+namespace Pathfinding.Examples {
+ using Pathfinding;
+
+ /// <summary>
+ /// Example of how to handle off-mesh link traversal.
+ /// This is used in the "Example4_Recast_Navmesh2" example scene.
+ ///
+ /// See: <see cref="Pathfinding.RichAI"/>
+ /// See: <see cref="Pathfinding.RichAI.onTraverseOffMeshLink"/>
+ /// See: <see cref="Pathfinding.AnimationLink"/>
+ /// </summary>
+ [HelpURL("https://arongranberg.com/astar/documentation/stable/animationlinktraverser.html")]
+ public class AnimationLinkTraverser : VersionedMonoBehaviour {
+ public Animation anim;
+
+ RichAI ai;
+
+ void OnEnable () {
+ ai = GetComponent<RichAI>();
+ if (ai != null) ai.onTraverseOffMeshLink += TraverseOffMeshLink;
+ }
+
+ void OnDisable () {
+ if (ai != null) ai.onTraverseOffMeshLink -= TraverseOffMeshLink;
+ }
+
+ protected virtual IEnumerator TraverseOffMeshLink (RichSpecial rs) {
+ var link = rs.nodeLink.gameObject.GetComponent<AnimationLink>();
+
+ if (link == null) {
+ Debug.LogError("Unhandled RichSpecial");
+ yield break;
+ }
+
+ // Rotate character to face the correct direction
+ while (true) {
+ var origRotation = ai.rotation;
+ var finalRotation = ai.SimulateRotationTowards(rs.first.rotation * Vector3.forward, ai.rotationSpeed * Time.deltaTime);
+ // Rotate until the rotation does not change anymore
+ if (origRotation == finalRotation) break;
+ ai.FinalizeMovement(ai.position, finalRotation);
+ yield return null;
+ }
+
+ // Reposition
+ transform.parent.position = transform.position;
+
+ transform.parent.rotation = transform.rotation;
+ transform.localPosition = Vector3.zero;
+ transform.localRotation = Quaternion.identity;
+
+ // Set up animation speeds
+ if (rs.reverse && link.reverseAnim) {
+ anim[link.clip].speed = -link.animSpeed;
+ anim[link.clip].normalizedTime = 1;
+ anim.Play(link.clip);
+ anim.Sample();
+ } else {
+ anim[link.clip].speed = link.animSpeed;
+ anim.Rewind(link.clip);
+ anim.Play(link.clip);
+ }
+
+ // Fix required for animations in reverse direction
+ transform.parent.position -= transform.position-transform.parent.position;
+
+ // Wait for the animation to finish
+ yield return new WaitForSeconds(Mathf.Abs(anim[link.clip].length/link.animSpeed));
+ }
+ }
+}