using System;
#pragma warning disable IDE1006 // Naming Styles
namespace Unity.AI.Navigation
{
public partial class NavMeshLink
{
/// Gets or sets whether the world positions of the link's edges update whenever
/// the GameObject transform, the start transform or the end transform change at runtime.
[Obsolete("autoUpdatePositions has been deprecated. Use autoUpdate instead. (UnityUpgradable) -> autoUpdate")]
public bool autoUpdatePositions
{
get => autoUpdate;
set => autoUpdate = value;
}
/// Gets or sets whether agents can traverse the link in both directions.
/// 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.
[Obsolete("biDirectional has been deprecated. Use bidirectional instead. (UnityUpgradable) -> bidirectional")]
public bool biDirectional
{
get => bidirectional;
set => bidirectional = value;
}
/// Gets or sets a value that determines the cost of traversing the link.
/// A negative value implies that the cost of traversing the link is obtained based on the area type.
/// A positive or zero value overrides the cost associated with the area type.
[Obsolete("costOverride has been deprecated. Use costModifier instead. (UnityUpgradable) -> costModifier")]
public float costOverride
{
get => costModifier;
set => costModifier = value;
}
/// Replaces the link with a new one using the current settings.
[Obsolete("UpdatePositions() has been deprecated. Use UpdateLink() instead. (UnityUpgradable) -> UpdateLink(*)")]
public void UpdatePositions()
{
UpdateLink();
}
}
}
#pragma warning restore IDE1006 // Naming Styles