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