UnityGame/Library/PackageCache/com.unity.ai.navigation/Runtime/NavMeshModifier.cs

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2024-10-27 10:53:47 +03:00
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
namespace Unity.AI.Navigation
{
/// <summary> Component that modifies the properties of the GameObjects used for building a NavMesh. </summary>
/// <remarks>The properties apply to the current GameObject and can be optionally applied recursively to all its children
/// in the hierarchy. This modifier overrides the properties set to this GameObject by
/// any other NavMeshModifier in the parent hierarchy.</remarks>
[ExecuteAlways]
[DefaultExecutionOrder(-103)]
[AddComponentMenu("Navigation/NavMesh Modifier", 32)]
[HelpURL(HelpUrls.Manual + "NavMeshModifier.html")]
public class NavMeshModifier : MonoBehaviour
{
#pragma warning disable 0414
// Serialized version is used to upgrade older serialized data to the current format.
// Version 0: Initial version.
[SerializeField, HideInInspector]
byte m_SerializedVersion = 0;
#pragma warning restore 0414
[SerializeField]
bool m_OverrideArea;
[SerializeField]
int m_Area;
[SerializeField]
bool m_OverrideGenerateLinks;
[SerializeField]
bool m_GenerateLinks;
[SerializeField]
bool m_IgnoreFromBuild;
[SerializeField]
bool m_ApplyToChildren = true;
// List of agent types the modifier is applied for.
// Special values: empty == None, m_AffectedAgents[0] =-1 == All.
[SerializeField]
List<int> m_AffectedAgents = new List<int>(new int[] { -1 }); // Default value is All
/// <summary> Gets or sets whether to assign the <see cref="area"/> type to this object instead of the <see cref="NavMeshSurface.defaultArea"/>. </summary>
/// <remarks> The area type information is used when baking the NavMesh. </remarks>
/// <seealso href="https://docs.unity3d.com/Manual/nav-AreasAndCosts.html"/>
public bool overrideArea { get { return m_OverrideArea; } set { m_OverrideArea = value; } }
/// <summary> Gets or sets the area type applied by this GameObject. </summary>
/// <remarks> The range of useful values is from 0 to 31. Higher values always take precedence over lower values in the case when the surfaces of more GameObjects intersect each other to produce a NavMesh in the same region. A value of 1 has the highest priority over all the other types and it means "not walkable". Consequently, the surface of a GameObject with an <c>area</c> of 1 produces a hole in the NavMesh. This property has the same meaning as <see cref="NavMeshBuildSource.area"/>.</remarks>
/// <seealso href="https://docs.unity3d.com/Manual/nav-AreasAndCosts.html"/>
public int area { get { return m_Area; } set { m_Area = value; } }
/// <summary> Gets or sets whether the default links generation condition for the GameObject and its children should be overridden. </summary>
public bool overrideGenerateLinks { get { return m_OverrideGenerateLinks; } set { m_OverrideGenerateLinks = value; } }
/// <summary> Gets or sets whether this object is included in the link generation process. </summary>
public bool generateLinks { get { return m_GenerateLinks; } set { m_GenerateLinks = value; } }
/// <summary> Gets or sets whether the NavMesh building process ignores this GameObject and its children. </summary>
public bool ignoreFromBuild { get { return m_IgnoreFromBuild; } set { m_IgnoreFromBuild = value; } }
/// <summary> Gets or sets whether this GameObject's children also use the modifier settings. </summary>
public bool applyToChildren { get { return m_ApplyToChildren; } set { m_ApplyToChildren = value; } }
static readonly List<NavMeshModifier> s_NavMeshModifiers = new List<NavMeshModifier>();
/// <summary> Gets the list of all the <see cref="NavMeshModifier"/> components that are currently active in the scene. </summary>
public static List<NavMeshModifier> activeModifiers
{
get { return s_NavMeshModifiers; }
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
static void ClearNavMeshModifiers()
{
s_NavMeshModifiers.Clear();
}
void OnEnable()
{
if (!s_NavMeshModifiers.Contains(this))
s_NavMeshModifiers.Add(this);
}
void OnDisable()
{
s_NavMeshModifiers.Remove(this);
}
/// <summary> Verifies whether this modifier can affect in any way the generation of a NavMesh for a given agent type. </summary>
/// <param name="agentTypeID"> The identifier of an agent type that originates from <see cref="NavMeshBuildSettings.agentTypeID"/>. </param>
/// <returns> <c>true</c> if this component can affect the NavMesh built for the given agent type; otherwise <c>false</c>. </returns>
public bool AffectsAgentType(int agentTypeID)
{
if (m_AffectedAgents.Count == 0)
return false;
if (m_AffectedAgents[0] == -1)
return true;
return m_AffectedAgents.IndexOf(agentTypeID) != -1;
}
}
}