107 lines
5.2 KiB
C#
107 lines
5.2 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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namespace Unity.AI.Navigation
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{
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/// <summary> Component that modifies the properties of the GameObjects used for building a NavMesh. </summary>
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/// <remarks>The properties apply to the current GameObject and can be optionally applied recursively to all its children
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/// in the hierarchy. This modifier overrides the properties set to this GameObject by
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/// any other NavMeshModifier in the parent hierarchy.</remarks>
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[ExecuteAlways]
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[DefaultExecutionOrder(-103)]
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[AddComponentMenu("Navigation/NavMesh Modifier", 32)]
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[HelpURL(HelpUrls.Manual + "NavMeshModifier.html")]
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public class NavMeshModifier : MonoBehaviour
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{
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#pragma warning disable 0414
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// Serialized version is used to upgrade older serialized data to the current format.
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// Version 0: Initial version.
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[SerializeField, HideInInspector]
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byte m_SerializedVersion = 0;
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#pragma warning restore 0414
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[SerializeField]
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bool m_OverrideArea;
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[SerializeField]
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int m_Area;
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[SerializeField]
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bool m_OverrideGenerateLinks;
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[SerializeField]
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bool m_GenerateLinks;
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[SerializeField]
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bool m_IgnoreFromBuild;
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[SerializeField]
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bool m_ApplyToChildren = true;
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// List of agent types the modifier is applied for.
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// Special values: empty == None, m_AffectedAgents[0] =-1 == All.
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[SerializeField]
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List<int> m_AffectedAgents = new List<int>(new int[] { -1 }); // Default value is All
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/// <summary> Gets or sets whether to assign the <see cref="area"/> type to this object instead of the <see cref="NavMeshSurface.defaultArea"/>. </summary>
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/// <remarks> The area type information is used when baking the NavMesh. </remarks>
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/// <seealso href="https://docs.unity3d.com/Manual/nav-AreasAndCosts.html"/>
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public bool overrideArea { get { return m_OverrideArea; } set { m_OverrideArea = value; } }
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/// <summary> Gets or sets the area type applied by this GameObject. </summary>
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/// <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>
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/// <seealso href="https://docs.unity3d.com/Manual/nav-AreasAndCosts.html"/>
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public int area { get { return m_Area; } set { m_Area = value; } }
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/// <summary> Gets or sets whether the default links generation condition for the GameObject and its children should be overridden. </summary>
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public bool overrideGenerateLinks { get { return m_OverrideGenerateLinks; } set { m_OverrideGenerateLinks = value; } }
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/// <summary> Gets or sets whether this object is included in the link generation process. </summary>
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public bool generateLinks { get { return m_GenerateLinks; } set { m_GenerateLinks = value; } }
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/// <summary> Gets or sets whether the NavMesh building process ignores this GameObject and its children. </summary>
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public bool ignoreFromBuild { get { return m_IgnoreFromBuild; } set { m_IgnoreFromBuild = value; } }
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/// <summary> Gets or sets whether this GameObject's children also use the modifier settings. </summary>
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public bool applyToChildren { get { return m_ApplyToChildren; } set { m_ApplyToChildren = value; } }
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static readonly List<NavMeshModifier> s_NavMeshModifiers = new List<NavMeshModifier>();
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/// <summary> Gets the list of all the <see cref="NavMeshModifier"/> components that are currently active in the scene. </summary>
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public static List<NavMeshModifier> activeModifiers
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{
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get { return s_NavMeshModifiers; }
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}
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
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static void ClearNavMeshModifiers()
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{
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s_NavMeshModifiers.Clear();
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}
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void OnEnable()
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{
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if (!s_NavMeshModifiers.Contains(this))
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s_NavMeshModifiers.Add(this);
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}
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void OnDisable()
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{
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s_NavMeshModifiers.Remove(this);
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}
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/// <summary> Verifies whether this modifier can affect in any way the generation of a NavMesh for a given agent type. </summary>
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/// <param name="agentTypeID"> The identifier of an agent type that originates from <see cref="NavMeshBuildSettings.agentTypeID"/>. </param>
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/// <returns> <c>true</c> if this component can affect the NavMesh built for the given agent type; otherwise <c>false</c>. </returns>
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public bool AffectsAgentType(int agentTypeID)
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{
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if (m_AffectedAgents.Count == 0)
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return false;
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if (m_AffectedAgents[0] == -1)
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return true;
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return m_AffectedAgents.IndexOf(agentTypeID) != -1;
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}
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}
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}
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