From 8722a9920c1f6119bf6e769cba270e63097f8e25 Mon Sep 17 00:00:00 2001
From: chai <215380520@qq.com>
Date: Thu, 23 May 2024 10:08:29 +0800
Subject: + astar project
---
.../ExampleScripts/RecastTileUpdate.cs | 50 ++++++++++++++++++++++
1 file changed, 50 insertions(+)
create mode 100644 Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/ExampleScenes/ExampleScripts/RecastTileUpdate.cs
(limited to 'Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/ExampleScenes/ExampleScripts/RecastTileUpdate.cs')
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/ExampleScenes/ExampleScripts/RecastTileUpdate.cs b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/ExampleScenes/ExampleScripts/RecastTileUpdate.cs
new file mode 100644
index 0000000..2153625
--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/ExampleScenes/ExampleScripts/RecastTileUpdate.cs
@@ -0,0 +1,50 @@
+using UnityEngine;
+
+namespace Pathfinding {
+ ///
+ /// Updates the recast tile(s) it is in at start, needs RecastTileUpdateHandler.
+ ///
+ /// If there is a collider attached to the same GameObject, the bounds
+ /// of that collider will be used for updating, otherwise
+ /// only the position of the object will be used.
+ ///
+ /// Note: This class needs a RecastTileUpdateHandler somewhere in the scene.
+ /// See the documentation for that class, it contains more information.
+ ///
+ /// Note: This does not use navmesh cutting. If you only ever add
+ /// obstacles, but never add any new walkable surfaces then you might
+ /// want to use navmesh cutting instead. See navmeshcutting (view in online documentation for working links).
+ ///
+ /// See: RecastTileUpdateHandler
+ ///
+ /// Deprecated: Since version 5.0, this component is not necessary, since normal graph updates on recast graphs are now batched together if they update the same tiles.
+ /// Use e.g. the component instead.
+ ///
+ [HelpURL("https://arongranberg.com/astar/documentation/stable/recasttileupdate.html")]
+ public class RecastTileUpdate : MonoBehaviour {
+ public static event System.Action OnNeedUpdates;
+
+ void Start () {
+ ScheduleUpdate();
+ }
+
+ void OnDestroy () {
+ ScheduleUpdate();
+ }
+
+ /// Schedule a tile update for all tiles that contain this object
+ public void ScheduleUpdate () {
+ var collider = GetComponent();
+
+ if (collider != null) {
+ if (OnNeedUpdates != null) {
+ OnNeedUpdates(collider.bounds);
+ }
+ } else {
+ if (OnNeedUpdates != null) {
+ OnNeedUpdates(new Bounds(transform.position, Vector3.zero));
+ }
+ }
+ }
+ }
+}
--
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