607 lines
23 KiB
C#
607 lines
23 KiB
C#
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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.SceneManagement;
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#endif
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using UnityEngine;
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using UnityEngine.AI;
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#pragma warning disable IDE1006 // Unity-specific lower case public property names
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namespace Unity.AI.Navigation
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{
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/// <summary> Component used to create a navigable link between two NavMesh locations. </summary>
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[ExecuteAlways]
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[DefaultExecutionOrder(-101)]
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[AddComponentMenu("Navigation/NavMesh Link", 33)]
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[HelpURL(HelpUrls.Manual + "NavMeshLink.html")]
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public partial class NavMeshLink : MonoBehaviour
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{
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// Serialized version is used to upgrade older serialized data to the current format.
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// Version 0: Initial version.
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// Version 1: Added m_IsOverridingCost field and made m_CostModifier always positive.
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[SerializeField, HideInInspector]
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byte m_SerializedVersion = 0;
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[SerializeField]
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int m_AgentTypeID;
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[SerializeField]
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Vector3 m_StartPoint = new(0.0f, 0.0f, -2.5f);
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[SerializeField]
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Vector3 m_EndPoint = new(0.0f, 0.0f, 2.5f);
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[SerializeField]
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Transform m_StartTransform;
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[SerializeField]
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Transform m_EndTransform;
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[SerializeField]
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bool m_Activated = true;
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[SerializeField]
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float m_Width;
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// This field's value in combination with m_IsOverridingCost determines the value of the costModifier property,
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// where m_IsOverridingCost determines the sign of the value. The costModifier property is positive or zero when
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// m_IsOverridingCost is true, and negative when m_IsOverridingCost is false.
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// Note that when m_SerializedVersion >= 1, m_CostModifier will always become positive or zero. Newly created
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// components are always upgraded to at least version 1 at initialization time.
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[SerializeField]
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[Min(0f)]
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float m_CostModifier = -1f;
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[SerializeField]
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bool m_IsOverridingCost = false;
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[SerializeField]
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bool m_Bidirectional = true;
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[SerializeField]
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bool m_AutoUpdatePosition;
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[SerializeField]
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int m_Area;
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/// <summary> Gets or sets the type of agent that can use the link. </summary>
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public int agentTypeID
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{
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get => m_AgentTypeID;
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set
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{
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if (value == m_AgentTypeID)
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return;
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m_AgentTypeID = value;
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UpdateLink();
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}
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}
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/// <summary> Gets or sets the local position at the middle of the link's start edge, relative to the GameObject origin. </summary>
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/// <remarks> This property determines the position of the link's start edge only when <see cref="startTransform"/> is `null`. Otherwise, it is the `startTransform` that determines the edge's position. <br/>
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/// The world scale of the GameObject is never used.</remarks>
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public Vector3 startPoint
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{
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get => m_StartPoint;
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set
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{
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if (value == m_StartPoint)
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return;
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m_StartPoint = value;
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UpdateLink();
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}
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}
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/// <summary> Gets or sets the local position at the middle of the link's end edge, relative to the GameObject origin. </summary>
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/// <remarks> This property determines the position of the link's end edge only when <see cref="endTransform"/> is `null`. Otherwise, it is the `endTransform` that determines the edge's position. <br/>
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/// The world scale of the GameObject is never used.</remarks>
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public Vector3 endPoint
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{
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get => m_EndPoint;
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set
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{
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if (value == m_EndPoint)
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return;
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m_EndPoint = value;
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UpdateLink();
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}
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}
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/// <summary> Gets or sets the <see cref="Transform"/> tracked by the middle of the link's start edge. </summary>
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/// <remarks> The link places the start edge at the world position of the object referenced by this property. In that case <see cref="startPoint"/> is not used. Otherwise, when this property is `null`, the component applies the GameObject's translation and rotation as a transform to <see cref="startPoint"/> in order to establish the world position of the link's start edge. </remarks>
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public Transform startTransform
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{
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get => m_StartTransform;
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set
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{
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if (value == m_StartTransform)
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return;
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m_StartTransform = value;
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UpdateLink();
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}
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}
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/// <summary> Gets or sets the <see cref="Transform"/> tracked by the middle of the link's end edge. </summary>
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/// <remarks> The link places the end edge at the world position of the object referenced by this property. In that case <see cref="endPoint"/> is not used. Otherwise, when this property is `null`, the component applies the GameObject's translation and rotation as a transform to <see cref="endPoint"/> in order to establish the world position of the link's end edge. </remarks>
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public Transform endTransform
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{
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get => m_EndTransform;
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set
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{
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if (value == m_EndTransform)
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return;
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m_EndTransform = value;
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UpdateLink();
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}
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}
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/// <summary> The width of the segments making up the ends of the link. </summary>
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/// <remarks> The segments are created perpendicular to the line from start to end, in the XZ plane of the GameObject. </remarks>
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public float width
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{
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get => m_Width;
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set
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{
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if (value.Equals(m_Width))
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return;
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m_Width = value;
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UpdateLink();
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}
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}
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/// <summary> Gets or sets a value that determines the cost of traversing the link.</summary>
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/// <remarks> A negative value implies that the cost of traversing the link is obtained based on the area type.<br/>
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/// A positive or zero value overrides the cost associated with the area type.</remarks>
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public float costModifier
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{
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get => m_IsOverridingCost ? m_CostModifier : -m_CostModifier;
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set
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{
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var shouldOverride = value >= 0f;
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if (value.Equals(costModifier) && shouldOverride == m_IsOverridingCost)
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return;
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m_IsOverridingCost = shouldOverride;
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m_CostModifier = Mathf.Abs(value);
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UpdateLink();
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}
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}
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/// <summary> Gets or sets whether agents can traverse the link in both directions. </summary>
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/// <remarks> When a link connects to NavMeshes at both ends, agents can always traverse that link from the start position to the end position. When this property is set to `true` it allows the agents to traverse the link from the end position to the start position as well. When the value is `false` the agents will not traverse the link from the end position to the start position. </remarks>
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public bool bidirectional
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{
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get => m_Bidirectional;
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set
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{
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if (value == m_Bidirectional)
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return;
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m_Bidirectional = value;
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UpdateLink();
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}
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}
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/// <summary> Gets or sets whether the world positions of the link's edges update whenever
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/// the GameObject transform, the <see cref="startTransform"/> or the <see cref="endTransform"/> change at runtime. </summary>
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public bool autoUpdate
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{
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get => m_AutoUpdatePosition;
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set
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{
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if (value == m_AutoUpdatePosition)
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return;
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m_AutoUpdatePosition = value;
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if (m_AutoUpdatePosition)
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AddTracking(this);
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else
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RemoveTracking(this);
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}
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}
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/// <summary> The area type of the link. </summary>
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public int area
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{
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get => m_Area;
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set
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{
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if (value == m_Area)
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return;
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m_Area = value;
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UpdateLink();
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}
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}
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/// <summary> Gets or sets whether the link can be traversed by agents. </summary>
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/// <remarks> When this property is set to `true` it allows the agents to traverse the link. When the value is `false` no paths pass through this link and no agent can traverse it as part of their autonomous movement. </remarks>
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public bool activated
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{
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get => m_Activated;
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set
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{
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m_Activated = value;
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NavMesh.SetLinkActive(m_LinkInstance, m_Activated);
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}
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}
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/// <summary> Checks whether any agent occupies the link at this moment in time. </summary>
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/// <remarks> This property evaluates the internal state of the link every time it is used. </remarks>
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public bool occupied => NavMesh.IsLinkOccupied(m_LinkInstance);
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NavMeshLinkInstance m_LinkInstance;
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bool m_StartTransformWasEmpty = true;
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bool m_EndTransformWasEmpty = true;
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Vector3 m_LastStartWorldPosition = Vector3.positiveInfinity;
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Vector3 m_LastEndWorldPosition = Vector3.positiveInfinity;
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Vector3 m_LastPosition = Vector3.positiveInfinity;
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Quaternion m_LastRotation = Quaternion.identity;
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static readonly List<NavMeshLink> s_Tracked = new();
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#if UNITY_EDITOR
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bool m_DelayEndpointUpgrade;
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static string s_LastWarnedPrefab;
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static double s_NextPrefabWarningTime;
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#endif
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
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static void ClearTrackedList()
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{
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s_Tracked.Clear();
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}
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void UpgradeSerializedVersion()
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{
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if (m_SerializedVersion < 1)
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{
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#if UNITY_EDITOR
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if (!StartEndpointUpgrade())
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return;
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#endif
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m_SerializedVersion = 1;
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m_IsOverridingCost = m_CostModifier >= 0f;
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m_CostModifier = Mathf.Abs(m_CostModifier);
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if (m_StartTransform == gameObject.transform)
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m_StartTransform = null;
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if (m_EndTransform == gameObject.transform)
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m_EndTransform = null;
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}
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}
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// ensures serialized version is up-to-date at run-time, in case it was not updated in the Editor
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void Awake() => UpgradeSerializedVersion();
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void OnEnable()
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{
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AddLink();
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if (m_AutoUpdatePosition && NavMesh.IsLinkValid(m_LinkInstance))
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AddTracking(this);
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}
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void OnDisable()
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{
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RemoveTracking(this);
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NavMesh.RemoveLink(m_LinkInstance);
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}
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/// <summary> Replaces the link with a new one using the current settings. </summary>
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public void UpdateLink()
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{
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if (!isActiveAndEnabled)
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return;
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NavMesh.RemoveLink(m_LinkInstance);
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AddLink();
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}
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static void AddTracking(NavMeshLink link)
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{
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#if UNITY_EDITOR
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if (s_Tracked.Contains(link))
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{
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Debug.LogError("Link is already tracked: " + link);
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return;
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}
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#endif
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if (s_Tracked.Count == 0)
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NavMesh.onPreUpdate += UpdateTrackedInstances;
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s_Tracked.Add(link);
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link.RecordEndpointTransforms();
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}
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static void RemoveTracking(NavMeshLink link)
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{
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s_Tracked.Remove(link);
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if (s_Tracked.Count == 0)
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NavMesh.onPreUpdate -= UpdateTrackedInstances;
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}
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/// <summary>Gets the world positions of the start and end points for the link.</summary>
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/// <param name="worldStartPosition">Returns the world position of <see cref="startTransform"/> if it is not <c>null</c>; otherwise, <see cref="startPoint"/> transformed into world space.</param>
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/// <param name="worldEndPosition">Returns the world position of <see cref="endTransform"/> if it is not <c>null</c>; otherwise, <see cref="endPoint"/> transformed into world space.</param>
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internal void GetWorldPositions(
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out Vector3 worldStartPosition,
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out Vector3 worldEndPosition)
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{
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var startIsLocal = m_StartTransform == null;
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var endIsLocal = m_EndTransform == null;
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var toWorld = startIsLocal || endIsLocal ? LocalToWorldUnscaled() : Matrix4x4.identity;
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worldStartPosition = startIsLocal ? toWorld.MultiplyPoint3x4(m_StartPoint) : m_StartTransform.position;
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worldEndPosition = endIsLocal ? toWorld.MultiplyPoint3x4(m_EndPoint) : m_EndTransform.position;
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}
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/// <summary>Gets the positions of the start and end points in the local space of the link.</summary>
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/// <param name="localStartPosition">Returns the local position of <see cref="startTransform"/> if it is not <c>null</c>; otherwise, <see cref="startPoint"/>.</param>
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/// <param name="localEndPosition">Returns the local position of <see cref="endTransform"/> if it is not <c>null</c>; otherwise, <see cref="endPoint"/>.</param>
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internal void GetLocalPositions(
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out Vector3 localStartPosition,
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out Vector3 localEndPosition)
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{
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var startIsLocal = m_StartTransform == null;
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var endIsLocal = m_EndTransform == null;
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var toLocal = startIsLocal && endIsLocal ? Matrix4x4.identity : LocalToWorldUnscaled().inverse;
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localStartPosition = startIsLocal ? m_StartPoint : toLocal.MultiplyPoint3x4(m_StartTransform.position);
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localEndPosition = endIsLocal ? m_EndPoint : toLocal.MultiplyPoint3x4(m_EndTransform.position);
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}
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void AddLink()
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{
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#if UNITY_EDITOR
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if (NavMesh.IsLinkValid(m_LinkInstance))
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{
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Debug.LogError("Link is already added: " + this);
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return;
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}
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#endif
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GetLocalPositions(out var localStartPosition, out var localEndPosition);
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var link = new NavMeshLinkData
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{
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startPosition = localStartPosition,
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endPosition = localEndPosition,
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width = m_Width,
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costModifier = costModifier,
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bidirectional = m_Bidirectional,
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area = m_Area,
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agentTypeID = m_AgentTypeID,
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};
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m_LinkInstance = NavMesh.AddLink(link, transform.position, transform.rotation);
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if (NavMesh.IsLinkValid(m_LinkInstance))
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{
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NavMesh.SetLinkOwner(m_LinkInstance, this);
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NavMesh.SetLinkActive(m_LinkInstance, m_Activated);
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}
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m_LastPosition = transform.position;
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m_LastRotation = transform.rotation;
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RecordEndpointTransforms();
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GetWorldPositions(out m_LastStartWorldPosition, out m_LastEndWorldPosition);
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}
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internal void RecordEndpointTransforms()
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{
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m_StartTransformWasEmpty = m_StartTransform == null;
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m_EndTransformWasEmpty = m_EndTransform == null;
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}
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internal bool HaveTransformsChanged()
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{
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var startIsLocal = m_StartTransform == null;
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var endIsLocal = m_EndTransform == null;
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if (startIsLocal && endIsLocal &&
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m_StartTransformWasEmpty && m_EndTransformWasEmpty &&
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transform.position == m_LastPosition && transform.rotation == m_LastRotation)
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return false;
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var toWorld = startIsLocal || endIsLocal ? LocalToWorldUnscaled() : Matrix4x4.identity;
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var startWorldPos = startIsLocal ? toWorld.MultiplyPoint3x4(m_StartPoint) : m_StartTransform.position;
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if (startWorldPos != m_LastStartWorldPosition)
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return true;
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var endWorldPos = endIsLocal ? toWorld.MultiplyPoint3x4(m_EndPoint) : m_EndTransform.position;
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return endWorldPos != m_LastEndWorldPosition;
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}
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internal Matrix4x4 LocalToWorldUnscaled()
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{
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return Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one);
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}
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void OnDidApplyAnimationProperties()
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{
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UpdateLink();
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}
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static void UpdateTrackedInstances()
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{
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foreach (var instance in s_Tracked)
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{
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|
if (instance.HaveTransformsChanged())
|
||
|
instance.UpdateLink();
|
||
|
|
||
|
instance.RecordEndpointTransforms();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
void OnValidate()
|
||
|
{
|
||
|
// Ensures serialized version is up-to-date in the Editor irrespective of GameObject active state
|
||
|
UpgradeSerializedVersion();
|
||
|
|
||
|
m_Width = Mathf.Max(0.0f, m_Width);
|
||
|
|
||
|
if (!NavMesh.IsLinkValid(m_LinkInstance))
|
||
|
return;
|
||
|
|
||
|
UpdateLink();
|
||
|
|
||
|
if (!m_AutoUpdatePosition)
|
||
|
{
|
||
|
RemoveTracking(this);
|
||
|
}
|
||
|
else if (!s_Tracked.Contains(this))
|
||
|
{
|
||
|
AddTracking(this);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Reset()
|
||
|
{
|
||
|
UpgradeSerializedVersion();
|
||
|
}
|
||
|
|
||
|
bool StartEndpointUpgrade()
|
||
|
{
|
||
|
m_DelayEndpointUpgrade =
|
||
|
(m_StartTransform != null &&
|
||
|
m_StartTransform != gameObject.transform &&
|
||
|
m_StartPoint.sqrMagnitude > 0.0001f)
|
||
|
|| (m_EndTransform != null &&
|
||
|
m_EndTransform != gameObject.transform &&
|
||
|
m_EndPoint.sqrMagnitude > 0.0001f);
|
||
|
|
||
|
if (m_DelayEndpointUpgrade)
|
||
|
{
|
||
|
if (PrefabUtility.IsPartOfAnyPrefab(this))
|
||
|
{
|
||
|
var isInstance = PrefabUtility.IsPartOfPrefabInstance(this);
|
||
|
var prefabPath = isInstance
|
||
|
? PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(gameObject)
|
||
|
: AssetDatabase.GetAssetPath(gameObject);
|
||
|
|
||
|
if ((prefabPath != s_LastWarnedPrefab
|
||
|
|| EditorApplication.timeSinceStartup > s_NextPrefabWarningTime)
|
||
|
&& prefabPath != "")
|
||
|
{
|
||
|
var prefabToPing = AssetDatabase.LoadAssetAtPath<Object>(prefabPath);
|
||
|
|
||
|
Debug.LogWarning(L10n.Tr(
|
||
|
"A NavMesh Link component has an outdated format. "
|
||
|
+ "To upgrade it, open and save the prefab at: ") + prefabPath
|
||
|
+ (isInstance
|
||
|
? L10n.Tr(" . The prefab instance is ") + PrefabUtility.GetNearestPrefabInstanceRoot(gameObject).name
|
||
|
: ""),
|
||
|
prefabToPing);
|
||
|
|
||
|
s_LastWarnedPrefab = prefabPath;
|
||
|
s_NextPrefabWarningTime = EditorApplication.timeSinceStartup + 5f;
|
||
|
}
|
||
|
|
||
|
m_DelayEndpointUpgrade = false;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (IsInAuthoringScene())
|
||
|
{
|
||
|
EditorApplication.delayCall += CompleteEndpointUpgrade;
|
||
|
|
||
|
EditorApplication.delayCall -= WarnAboutUnsavedUpgrade;
|
||
|
EditorApplication.delayCall += WarnAboutUnsavedUpgrade;
|
||
|
|
||
|
EditorSceneManager.MarkSceneDirty(gameObject.scene);
|
||
|
|
||
|
Debug.Log(L10n.Tr(
|
||
|
"A NavMesh Link component has auto-upgraded and it references a newly created object. "
|
||
|
+ "Save your scene to keep the changes. "
|
||
|
+ "GameObject: ") + gameObject.name,
|
||
|
gameObject);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Debug.LogWarning(L10n.Tr(
|
||
|
"The NavMesh Link component does not reference the intended transforms. " +
|
||
|
"To correct it, save this NavMesh Link again at edit time. GameObject: ") + gameObject.name,
|
||
|
gameObject);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
static void WarnAboutUnsavedUpgrade()
|
||
|
{
|
||
|
Debug.LogWarning(L10n.Tr(
|
||
|
"At least one NavMesh Link component has auto-upgraded to a new format. "
|
||
|
+ "Save your scene to keep the changes. "));
|
||
|
}
|
||
|
|
||
|
void CompleteEndpointUpgrade()
|
||
|
{
|
||
|
var discardedByPrefabStageOnHiddenReload = this == null;
|
||
|
if (discardedByPrefabStageOnHiddenReload ||
|
||
|
gameObject == null || !m_DelayEndpointUpgrade)
|
||
|
return;
|
||
|
|
||
|
var linkIndexString = "";
|
||
|
var allMyLinks = gameObject.GetComponents<NavMeshLink>();
|
||
|
if (allMyLinks.Length > 1)
|
||
|
{
|
||
|
for (var i = 0; i < allMyLinks.Length; i++)
|
||
|
{
|
||
|
if (allMyLinks[i] == this)
|
||
|
{
|
||
|
linkIndexString = " " + i;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var localToWorldUnscaled = LocalToWorldUnscaled();
|
||
|
|
||
|
if (m_StartTransform != null &&
|
||
|
m_StartTransform != gameObject.transform &&
|
||
|
m_StartPoint.sqrMagnitude > 0.0001f)
|
||
|
{
|
||
|
var startGO = new GameObject($"Link Start {gameObject.name}{linkIndexString}");
|
||
|
startGO.transform.SetParent(m_StartTransform);
|
||
|
startGO.transform.position = localToWorldUnscaled.MultiplyPoint3x4(transform.InverseTransformPoint(m_StartTransform.position + m_StartPoint));
|
||
|
m_StartTransform = startGO.transform;
|
||
|
}
|
||
|
|
||
|
if (m_EndTransform != null &&
|
||
|
m_EndTransform != gameObject.transform &&
|
||
|
m_EndPoint.sqrMagnitude > 0.0001f)
|
||
|
{
|
||
|
var endGO = new GameObject($"Link End {gameObject.name}{linkIndexString}");
|
||
|
endGO.transform.SetParent(m_EndTransform);
|
||
|
endGO.transform.position = localToWorldUnscaled.MultiplyPoint3x4(transform.InverseTransformPoint(m_EndTransform.position + m_EndPoint));
|
||
|
m_EndTransform = endGO.transform;
|
||
|
}
|
||
|
|
||
|
if (IsInAuthoringScene())
|
||
|
EditorSceneManager.MarkSceneDirty(gameObject.scene);
|
||
|
|
||
|
m_DelayEndpointUpgrade = false;
|
||
|
}
|
||
|
|
||
|
bool IsInAuthoringScene()
|
||
|
{
|
||
|
return !EditorApplication.isPlaying || PrefabStageUtility.GetPrefabStage(gameObject) != null;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
}
|