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namespace Pathfinding {
using Pathfinding.Util;
using Pathfinding.Graphs.Util;
using UnityEngine;
using System.Collections.Generic;
/// <summary>Base class for the NavmeshCut and NavmeshAdd components</summary>
[ExecuteAlways]
public abstract class NavmeshClipper : VersionedMonoBehaviour {
/// <summary>Called every time a NavmeshCut/NavmeshAdd component is enabled.</summary>
static System.Action<NavmeshClipper> OnEnableCallback;
/// <summary>Called every time a NavmeshCut/NavmeshAdd component is disabled.</summary>
static System.Action<NavmeshClipper> OnDisableCallback;
static readonly List<NavmeshClipper> all = new List<NavmeshClipper>();
int listIndex = -1;
/// <summary>
/// Which graphs that are affected by this component.
///
/// You can use this to make a graph ignore a particular navmesh cut altogether.
///
/// Note that navmesh cuts can only affect navmesh/recast graphs.
///
/// If you change this field during runtime you must disable the component and enable it again for the changes to be detected.
///
/// See: <see cref="NavmeshBase.enableNavmeshCutting"/>
/// </summary>
public GraphMask graphMask = GraphMask.everything;
public static void AddEnableCallback (System.Action<NavmeshClipper> onEnable, System.Action<NavmeshClipper> onDisable) {
OnEnableCallback += onEnable;
OnDisableCallback += onDisable;
}
public static void RemoveEnableCallback (System.Action<NavmeshClipper> onEnable, System.Action<NavmeshClipper> onDisable) {
OnEnableCallback -= onEnable;
OnDisableCallback -= onDisable;
}
/// <summary>
/// All navmesh clipper components in the scene.
/// Not ordered in any particular way.
/// Warning: Do not modify this list
/// </summary>
public static List<NavmeshClipper> allEnabled { get { return all; } }
protected virtual void OnEnable () {
if (!Application.isPlaying) return;
if (OnEnableCallback != null) OnEnableCallback(this);
listIndex = all.Count;
all.Add(this);
}
protected virtual void OnDisable () {
if (!Application.isPlaying) return;
// Efficient removal (the list doesn't need to be ordered).
// Move the last item in the list to the slot occupied by this item
// and then remove the last slot.
all[listIndex] = all[all.Count-1];
all[listIndex].listIndex = listIndex;
all.RemoveAt(all.Count-1);
listIndex = -1;
if (OnDisableCallback != null) OnDisableCallback(this);
}
internal abstract void NotifyUpdated(GridLookup<NavmeshClipper>.Root previousState);
public abstract Rect GetBounds(GraphTransform transform, float radiusMargin);
public abstract bool RequiresUpdate(GridLookup<NavmeshClipper>.Root previousState);
public abstract void ForceUpdate();
}
}
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