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- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.AI;
-
- namespace Unity.AI.Navigation
- {
- /// <summary> Component used by the NavMesh building process to assign a different area type to the region inside the specified volume.</summary>
- [ExecuteAlways]
- [AddComponentMenu("Navigation/NavMeshModifierVolume", 31)]
- [HelpURL(HelpUrls.Manual + "NavMeshModifierVolume.html")]
- public class NavMeshModifierVolume : MonoBehaviour
- {
- [SerializeField]
- Vector3 m_Size = new Vector3(4.0f, 3.0f, 4.0f);
-
- [SerializeField]
- Vector3 m_Center = new Vector3(0, 1.0f, 0);
-
- [SerializeField]
- int m_Area;
-
- /// <summary> Gets or sets the dimensions of the cuboid modifier volume. </summary>
- /// <remarks> The dimensions apply in the local space of the GameObject. </remarks>
- public Vector3 size { get { return m_Size; } set { m_Size = value; } }
-
- /// <summary> Gets or sets the center position of the modifier volume. </summary>
- /// <remarks> The position is relative to the GameObject transform. </remarks>
- public Vector3 center { get { return m_Center; } set { m_Center = value; } }
-
- /// <summary> Gets or sets the area type that will be enforced by the volume during the generation of the NavMesh. </summary>
- /// <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>
- /// <seealso href="https://docs.unity3d.com/Manual/nav-AreasAndCosts.html"/>
- public int area { get { return m_Area; } set { m_Area = value; } }
-
- // List of agent types the modifier is applied for.
- // Special values: empty == None, m_AffectedAgents[0] =-1 == All.
- [SerializeField]
- List<int> m_AffectedAgents = new List<int>(new int[] { -1 }); // Default value is All
-
- static readonly List<NavMeshModifierVolume> s_NavMeshModifiers = new List<NavMeshModifierVolume>();
-
- /// <summary> Gets the list of all the <see cref="NavMeshModifierVolume"/> components that are currently active in the scene. </summary>
- public static List<NavMeshModifierVolume> activeModifiers
- {
- get { return s_NavMeshModifiers; }
- }
-
- void OnEnable()
- {
- if (!s_NavMeshModifiers.Contains(this))
- s_NavMeshModifiers.Add(this);
- }
-
- void OnDisable()
- {
- s_NavMeshModifiers.Remove(this);
- }
-
- /// <summary> Verifies whether this modifier volume can affect in any way the generation of a NavMesh for a given agent type. </summary>
- /// <param name="agentTypeID"> The identifier of an agent type that originates from <see cref="NavMeshBuildSettings.agentTypeID"/>. </param>
- /// <returns> <c>true</c> if this component can affect the NavMesh built for the given agent type; otherwise <c>false</c>. </returns>
- public bool AffectsAgentType(int agentTypeID)
- {
- if (m_AffectedAgents.Count == 0)
- return false;
- if (m_AffectedAgents[0] == -1)
- return true;
- return m_AffectedAgents.IndexOf(agentTypeID) != -1;
- }
- }
- }
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