45 lines
2.2 KiB
C#
45 lines
2.2 KiB
C#
using System;
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#pragma warning disable IDE1006 // Naming Styles
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namespace Unity.AI.Navigation
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{
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public partial class NavMeshLink
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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 start transform or the end transform change at runtime. </summary>
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[Obsolete("autoUpdatePositions has been deprecated. Use autoUpdate instead. (UnityUpgradable) -> autoUpdate")]
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public bool autoUpdatePositions
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{
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get => autoUpdate;
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set => autoUpdate = value;
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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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[Obsolete("biDirectional has been deprecated. Use bidirectional instead. (UnityUpgradable) -> bidirectional")]
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public bool biDirectional
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{
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get => bidirectional;
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set => bidirectional = value;
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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.
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/// A positive or zero value overrides the cost associated with the area type.</remarks>
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[Obsolete("costOverride has been deprecated. Use costModifier instead. (UnityUpgradable) -> costModifier")]
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public float costOverride
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{
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get => costModifier;
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set => costModifier = value;
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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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[Obsolete("UpdatePositions() has been deprecated. Use UpdateLink() instead. (UnityUpgradable) -> UpdateLink(*)")]
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public void UpdatePositions()
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{
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UpdateLink();
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}
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}
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}
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#pragma warning restore IDE1006 // Naming Styles
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