112 lines
4.5 KiB
C#

namespace Pathfinding {
using Pathfinding.Util;
using Pathfinding.Collections;
using UnityEngine;
using System.Collections.Generic;
/// <summary>Base class for the <see cref="NavmeshCut"/> and <see cref="NavmeshAdd"/> components</summary>
[ExecuteAlways]
public abstract class NavmeshClipper : VersionedMonoBehaviour {
/// <summary>Called every time a NavmeshCut/NavmeshAdd component is enabled.</summary>
static System.Action<NavmeshClipper> OnEnableCallback;
/// <summary>Called every time a NavmeshCut/NavmeshAdd component is disabled.</summary>
static System.Action<NavmeshClipper> OnDisableCallback;
static readonly List<NavmeshClipper> all = new List<NavmeshClipper>();
int listIndex = -1;
/// <summary>
/// Which graphs that are affected by this component.
///
/// You can use this to make a graph ignore a particular navmesh cut altogether.
///
/// Note that navmesh cuts can only affect navmesh/recast graphs.
///
/// If you change this field during runtime you must disable the component and enable it again for the changes to be detected.
///
/// See: <see cref="NavmeshBase.enableNavmeshCutting"/>
/// </summary>
public GraphMask graphMask = GraphMask.everything;
/// <summary>
/// Ensures that the list of enabled clippers is up to date.
///
/// This is useful when loading the scene, and some components may be enabled, but Unity has not yet called their OnEnable method.
///
/// See: <see cref="allEnabled"/>
/// </summary>
internal static void RefreshEnabledList () {
var allModifiers = UnityCompatibility.FindObjectsByTypeUnsorted<NavmeshClipper>();
for (int i = 0; i < allModifiers.Length; i++) {
if (allModifiers[i].enabled && allModifiers[i].listIndex == -1) {
// The modifier is not yet registered. Presumably it is enabled,
// but unity hasn't had time to call OnEnable yet.
// Disabling it and enabling it will force unity to call OnEnable immediately.
// We don't want to call it ourselves, because then Unity won't know that it has been called,
// which could cause issues for lifecycle management.
// For example, if we called OnEnable manually (before Unity did), and then the object was destroyed
// before Unity had a chance to call OnEnable, then Unity would not call OnDisable.
// Warning: This may cause Unity to call OnEnable more than once.
allModifiers[i].enabled = false;
allModifiers[i].enabled = true;
}
}
}
public static void AddEnableCallback (System.Action<NavmeshClipper> onEnable, System.Action<NavmeshClipper> onDisable) {
OnEnableCallback += onEnable;
OnDisableCallback += onDisable;
}
public static void RemoveEnableCallback (System.Action<NavmeshClipper> onEnable, System.Action<NavmeshClipper> onDisable) {
OnEnableCallback -= onEnable;
OnDisableCallback -= onDisable;
}
/// <summary>
/// All navmesh clipper components in the scene.
/// Not ordered in any particular way.
/// Warning: Do not modify this list
/// </summary>
public static List<NavmeshClipper> allEnabled { get { return all; } }
protected virtual void OnEnable () {
if (listIndex != -1) {
// Unity is terrible and can actually call OnEnable more than once in some rare situations.
// So we have to guard for this.
// Specifically:
// 1. At the start of the game, the cutter may have .enabled=true, but OnEnable might not have been called yet.
// 2. If you from another OnEnable function call 'cutter.enabled = false; cutter.enabled = true', then OnEnable will
// get called.
// 3. Unity may call cutter.OnEnable later in the same frame, even though it was already done.
// This may get triggered by the RefreshEnabledList method.
return;
}
if (OnEnableCallback != null) OnEnableCallback(this);
listIndex = all.Count;
all.Add(this);
}
protected virtual void OnDisable () {
if (listIndex == -1) return;
// Efficient removal (the list doesn't need to be ordered).
// Move the last item in the list to the slot occupied by this item
// and then remove the last slot.
all[listIndex] = all[all.Count-1];
all[listIndex].listIndex = listIndex;
all.RemoveAt(all.Count-1);
listIndex = -1;
if (OnDisableCallback != null) OnDisableCallback(this);
}
public abstract void NotifyUpdated(GridLookup<NavmeshClipper>.Root previousState);
public abstract Rect GetBounds(GraphTransform transform, float radiusMargin);
public abstract bool RequiresUpdate(GridLookup<NavmeshClipper>.Root previousState);
public abstract void ForceUpdate();
}
}