52 lines
1.9 KiB
C#

using UnityEngine;
namespace Pathfinding {
/// <summary>
/// Updates the recast tile(s) it is in at start, needs RecastTileUpdateHandler.
///
/// If there is a collider attached to the same GameObject, the bounds
/// of that collider will be used for updating, otherwise
/// only the position of the object will be used.
///
/// Note: This class needs a RecastTileUpdateHandler somewhere in the scene.
/// See the documentation for that class, it contains more information.
///
/// Note: This does not use navmesh cutting. If you only ever add
/// obstacles, but never add any new walkable surfaces then you might
/// want to use navmesh cutting instead. See navmeshcutting (view in online documentation for working links).
///
/// See: RecastTileUpdateHandler
///
/// Deprecated: Since version 5.0, this component is not necessary, since normal graph updates on recast graphs are now batched together if they update the same tiles.
/// Use e.g. the <see cref="DynamicObstacle"/> component instead.
/// </summary>
[System.Obsolete("This component is no longer necessary. Normal graph updates on recast graphs are now batched together if they update the same tiles. Use the DynamicObstacle component instead")]
[HelpURL("https://arongranberg.com/astar/documentation/stable/recasttileupdate.html")]
public class RecastTileUpdate : MonoBehaviour {
public static event System.Action<Bounds> OnNeedUpdates;
void Start () {
ScheduleUpdate();
}
void OnDestroy () {
ScheduleUpdate();
}
/// <summary>Schedule a tile update for all tiles that contain this object</summary>
public void ScheduleUpdate () {
var collider = GetComponent<Collider>();
if (collider != null) {
if (OnNeedUpdates != null) {
OnNeedUpdates(collider.bounds);
}
} else {
if (OnNeedUpdates != null) {
OnNeedUpdates(new Bounds(transform.position, Vector3.zero));
}
}
}
}
}