85 lines
3.9 KiB
C#
85 lines
3.9 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 used by the NavMesh building process to assign a different area type to the region inside the specified volume.</summary>
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[ExecuteAlways]
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[AddComponentMenu("Navigation/NavMesh Modifier Volume", 31)]
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[HelpURL(HelpUrls.Manual + "NavMeshModifierVolume.html")]
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public class NavMeshModifierVolume : 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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Vector3 m_Size = new Vector3(4.0f, 3.0f, 4.0f);
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[SerializeField]
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Vector3 m_Center = new Vector3(0, 1.0f, 0);
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[SerializeField]
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int m_Area;
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/// <summary> Gets or sets the dimensions of the cuboid modifier volume. </summary>
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/// <remarks> The dimensions apply in the local space of the GameObject. </remarks>
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public Vector3 size { get { return m_Size; } set { m_Size = value; } }
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/// <summary> Gets or sets the center position of the modifier volume. </summary>
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/// <remarks> The position is relative to the GameObject transform. </remarks>
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public Vector3 center { get { return m_Center; } set { m_Center = value; } }
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/// <summary> Gets or sets the area type that will be enforced by the volume during the generation of the NavMesh. </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 more volumes intersect each other. A value of 1 has the highest priority over all the other types and it means "not walkable". Consequently, a volume 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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// 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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static readonly List<NavMeshModifierVolume> s_NavMeshModifiers = new List<NavMeshModifierVolume>();
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/// <summary> Gets the list of all the <see cref="NavMeshModifierVolume"/> components that are currently active in the scene. </summary>
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public static List<NavMeshModifierVolume> 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 volume 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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