using System.Collections.Generic; using System.IO; using UnityEditor; using UnityEditor.SceneManagement; using UnityEngine; using UnityEngine.AI; namespace Unity.AI.Navigation.Editor { /// /// Manages assets and baking operation of the NavMesh /// public class NavMeshAssetManager : ScriptableSingleton { internal struct AsyncBakeOperation { internal NavMeshSurface surface; internal NavMeshData bakeData; internal AsyncOperation bakeOperation; internal int progressReportId; } List m_BakeOperations = new List(); internal List GetBakeOperations() { return m_BakeOperations; } struct SavedPrefabNavMeshData { internal NavMeshSurface surface; internal NavMeshData navMeshData; } List m_PrefabNavMeshDataAssets = new List(); static string GetAndEnsureTargetPath(NavMeshSurface surface) { // Create directory for the asset if it does not exist yet. var activeScenePath = surface.gameObject.scene.path; var targetPath = "Assets"; if (!string.IsNullOrEmpty(activeScenePath)) { targetPath = Path.Combine(Path.GetDirectoryName(activeScenePath), Path.GetFileNameWithoutExtension(activeScenePath)); } else if (surface.IsPartOfPrefab()) { var prefabStage = PrefabStageUtility.GetPrefabStage(surface.gameObject); var assetPath = prefabStage.assetPath; if (!string.IsNullOrEmpty(assetPath)) { var prefabDirectoryName = Path.GetDirectoryName(assetPath); if (!string.IsNullOrEmpty(prefabDirectoryName)) targetPath = prefabDirectoryName; } } if (!Directory.Exists(targetPath)) Directory.CreateDirectory(targetPath); return targetPath; } static void CreateNavMeshAsset(NavMeshSurface surface) { var targetPath = GetAndEnsureTargetPath(surface); var combinedAssetPath = Path.Combine(targetPath, "NavMesh-" + surface.name + ".asset"); combinedAssetPath = AssetDatabase.GenerateUniqueAssetPath(combinedAssetPath); AssetDatabase.CreateAsset(surface.navMeshData, combinedAssetPath); } NavMeshData GetNavMeshAssetToDelete(NavMeshSurface navSurface) { if (PrefabUtility.IsPartOfPrefabInstance(navSurface) && !PrefabUtility.IsPartOfModelPrefab(navSurface)) { // Don't allow deleting the asset belonging to the prefab parent var parentSurface = PrefabUtility.GetCorrespondingObjectFromSource(navSurface) as NavMeshSurface; if (parentSurface && navSurface.navMeshData == parentSurface.navMeshData) return null; } // Do not delete the NavMeshData asset referenced from a prefab until the prefab is saved if (navSurface.IsPartOfPrefab() && IsCurrentPrefabNavMeshDataStored(navSurface)) return null; return navSurface.navMeshData; } void ClearSurface(NavMeshSurface navSurface) { var hasNavMeshData = navSurface.navMeshData != null; StoreNavMeshDataIfInPrefab(navSurface); var assetToDelete = GetNavMeshAssetToDelete(navSurface); navSurface.RemoveData(); if (hasNavMeshData) { SetNavMeshData(navSurface, null); EditorSceneManager.MarkSceneDirty(navSurface.gameObject.scene); } if (assetToDelete) AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(assetToDelete)); } /// /// Start baking a list of NavMeshSurface /// /// List of surfaces public void StartBakingSurfaces(Object[] surfaces) { // Remove first to avoid double registration of the callback EditorApplication.update -= UpdateAsyncBuildOperations; EditorApplication.update += UpdateAsyncBuildOperations; foreach (NavMeshSurface surf in surfaces) { StoreNavMeshDataIfInPrefab(surf); var oper = new AsyncBakeOperation(); oper.bakeData = InitializeBakeData(surf); oper.bakeOperation = surf.UpdateNavMesh(oper.bakeData); oper.surface = surf; oper.progressReportId = Progress.Start(L10n.Tr("Baking a NavMesh"), string.Format(L10n.Tr("Surface held by {0} for agent type {1}"), surf.gameObject.name, NavMesh.GetSettingsNameFromID(surf.agentTypeID))); Progress.RegisterCancelCallback(oper.progressReportId, () => { NavMeshBuilder.Cancel(oper.bakeData); return true; }); m_BakeOperations.Add(oper); } } static NavMeshData InitializeBakeData(NavMeshSurface surface) { var emptySources = new List(); var emptyBounds = new Bounds(); return UnityEngine.AI.NavMeshBuilder.BuildNavMeshData(surface.GetBuildSettings(), emptySources, emptyBounds , surface.transform.position, surface.transform.rotation); } void UpdateAsyncBuildOperations() { foreach (var oper in m_BakeOperations) { if (oper.surface == null || oper.bakeOperation == null) continue; if (oper.bakeOperation.isDone) { var surface = oper.surface; var delete = GetNavMeshAssetToDelete(surface); if (delete != null) AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(delete)); surface.RemoveData(); SetNavMeshData(surface, oper.bakeData); if (surface.isActiveAndEnabled) surface.AddData(); CreateNavMeshAsset(surface); if (!EditorApplication.isPlaying || surface.IsPartOfPrefab()) EditorSceneManager.MarkSceneDirty(surface.gameObject.scene); Progress.Finish(oper.progressReportId); } Progress.Report(oper.progressReportId, oper.bakeOperation.progress); } m_BakeOperations.RemoveAll(o => o.bakeOperation == null || o.bakeOperation.isDone); if (m_BakeOperations.Count == 0) EditorApplication.update -= UpdateAsyncBuildOperations; } /// /// Checks if an operation of baking is in progress for a specified surface /// /// A NavMesh surface /// True if the specified surface is baking public bool IsSurfaceBaking(NavMeshSurface surface) { if (surface == null) return false; foreach (var oper in m_BakeOperations) { if (oper.surface == null || oper.bakeOperation == null) continue; if (oper.surface == surface) return true; } return false; } /// /// Clear NavMesh surfaces /// /// List of surfaces public void ClearSurfaces(Object[] surfaces) { foreach (NavMeshSurface s in surfaces) ClearSurface(s); } static void SetNavMeshData(NavMeshSurface navSurface, NavMeshData navMeshData) { var so = new SerializedObject(navSurface); var navMeshDataProperty = so.FindProperty("m_NavMeshData"); navMeshDataProperty.objectReferenceValue = navMeshData; so.ApplyModifiedPropertiesWithoutUndo(); } void StoreNavMeshDataIfInPrefab(NavMeshSurface surfaceToStore) { if (!surfaceToStore.IsPartOfPrefab()) return; // check if data has already been stored for this surface foreach (var storedAssetInfo in m_PrefabNavMeshDataAssets) if (storedAssetInfo.surface == surfaceToStore) return; if (m_PrefabNavMeshDataAssets.Count == 0) { PrefabStage.prefabSaving -= DeleteStoredNavMeshDataAssetsForOwnedSurfaces; PrefabStage.prefabSaving += DeleteStoredNavMeshDataAssetsForOwnedSurfaces; PrefabStage.prefabStageClosing -= ForgetUnsavedNavMeshDataChanges; PrefabStage.prefabStageClosing += ForgetUnsavedNavMeshDataChanges; } var isDataOwner = true; if (PrefabUtility.IsPartOfPrefabInstance(surfaceToStore) && !PrefabUtility.IsPartOfModelPrefab(surfaceToStore)) { var basePrefabSurface = PrefabUtility.GetCorrespondingObjectFromSource(surfaceToStore) as NavMeshSurface; isDataOwner = basePrefabSurface == null || surfaceToStore.navMeshData != basePrefabSurface.navMeshData; } m_PrefabNavMeshDataAssets.Add(new SavedPrefabNavMeshData { surface = surfaceToStore, navMeshData = isDataOwner ? surfaceToStore.navMeshData : null }); } bool IsCurrentPrefabNavMeshDataStored(NavMeshSurface surface) { if (surface == null) return false; foreach (var storedAssetInfo in m_PrefabNavMeshDataAssets) { if (storedAssetInfo.surface == surface) return storedAssetInfo.navMeshData == surface.navMeshData; } return false; } void DeleteStoredNavMeshDataAssetsForOwnedSurfaces(GameObject gameObjectInPrefab) { // Debug.LogFormat("DeleteStoredNavMeshDataAsset() when saving prefab {0}", gameObjectInPrefab.name); var surfaces = gameObjectInPrefab.GetComponentsInChildren(true); foreach (var surface in surfaces) DeleteStoredPrefabNavMeshDataAsset(surface); } void DeleteStoredPrefabNavMeshDataAsset(NavMeshSurface surface) { for (var i = m_PrefabNavMeshDataAssets.Count - 1; i >= 0; i--) { var storedAssetInfo = m_PrefabNavMeshDataAssets[i]; if (storedAssetInfo.surface == surface) { var storedNavMeshData = storedAssetInfo.navMeshData; if (storedNavMeshData != null && storedNavMeshData != surface.navMeshData) { if (!EditorApplication.isPlaying) { var assetPath = AssetDatabase.GetAssetPath(storedNavMeshData); AssetDatabase.DeleteAsset(assetPath); } else { Debug.LogWarning( $"The asset of the previous NavMesh data ({storedNavMeshData.name}), owned by " + $"the prefab that was saved just now ({storedAssetInfo.surface.gameObject.transform.root.gameObject.name}), " + "cannot be deleted automatically because it might still be used by " + "NavMeshSurface components in the running scenes. You can safely delete " + $"the \"{storedNavMeshData.name}.asset\" file after playmode ends.", storedNavMeshData); } } m_PrefabNavMeshDataAssets.RemoveAt(i); break; } } if (m_PrefabNavMeshDataAssets.Count == 0) { PrefabStage.prefabSaving -= DeleteStoredNavMeshDataAssetsForOwnedSurfaces; PrefabStage.prefabStageClosing -= ForgetUnsavedNavMeshDataChanges; } } void ForgetUnsavedNavMeshDataChanges(PrefabStage prefabStage) { // Debug.Log("On prefab closing - forget about this object's surfaces and stop caring about prefab saving"); if (prefabStage == null) return; var allSurfacesInPrefab = prefabStage.prefabContentsRoot.GetComponentsInChildren(true); NavMeshSurface surfaceInPrefab = null; var index = 0; do { if (allSurfacesInPrefab.Length > 0) surfaceInPrefab = allSurfacesInPrefab[index]; for (var i = m_PrefabNavMeshDataAssets.Count - 1; i >= 0; i--) { var storedPrefabInfo = m_PrefabNavMeshDataAssets[i]; if (storedPrefabInfo.surface == null) { // Debug.LogFormat("A surface from the prefab got deleted after it has baked a new NavMesh but it hasn't saved it. Now the unsaved asset gets deleted. ({0})", storedPrefabInfo.navMeshData); // surface got deleted, thus delete its initial NavMeshData asset if (storedPrefabInfo.navMeshData != null) { var assetPath = AssetDatabase.GetAssetPath(storedPrefabInfo.navMeshData); AssetDatabase.DeleteAsset(assetPath); } m_PrefabNavMeshDataAssets.RemoveAt(i); } else if (surfaceInPrefab != null && storedPrefabInfo.surface == surfaceInPrefab) { //Debug.LogFormat("The surface {0} from the prefab was storing the original NavMesh data and now will be forgotten", surfaceInPrefab); var baseSurface = PrefabUtility.GetCorrespondingObjectFromSource(surfaceInPrefab) as NavMeshSurface; if (baseSurface == null || surfaceInPrefab.navMeshData != baseSurface.navMeshData) { var assetPath = AssetDatabase.GetAssetPath(surfaceInPrefab.navMeshData); AssetDatabase.DeleteAsset(assetPath); //Debug.LogFormat("The surface {0} from the prefab has baked new NavMeshData but did not save this change so the asset has been now deleted. ({1})", // surfaceInPrefab, assetPath); } m_PrefabNavMeshDataAssets.RemoveAt(i); } } } while (++index < allSurfacesInPrefab.Length); if (m_PrefabNavMeshDataAssets.Count == 0) { PrefabStage.prefabSaving -= DeleteStoredNavMeshDataAssetsForOwnedSurfaces; PrefabStage.prefabStageClosing -= ForgetUnsavedNavMeshDataChanges; } } } }