52 lines
1.9 KiB
C#
52 lines
1.9 KiB
C#
using UnityEngine;
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namespace Pathfinding {
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/// <summary>
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/// Updates the recast tile(s) it is in at start, needs RecastTileUpdateHandler.
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///
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/// If there is a collider attached to the same GameObject, the bounds
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/// of that collider will be used for updating, otherwise
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/// only the position of the object will be used.
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///
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/// Note: This class needs a RecastTileUpdateHandler somewhere in the scene.
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/// See the documentation for that class, it contains more information.
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///
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/// Note: This does not use navmesh cutting. If you only ever add
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/// obstacles, but never add any new walkable surfaces then you might
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/// want to use navmesh cutting instead. See navmeshcutting (view in online documentation for working links).
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///
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/// See: RecastTileUpdateHandler
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///
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/// 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.
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/// Use e.g. the <see cref="DynamicObstacle"/> component instead.
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/// </summary>
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[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")]
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[HelpURL("https://arongranberg.com/astar/documentation/stable/recasttileupdate.html")]
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public class RecastTileUpdate : MonoBehaviour {
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public static event System.Action<Bounds> OnNeedUpdates;
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void Start () {
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ScheduleUpdate();
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}
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void OnDestroy () {
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ScheduleUpdate();
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}
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/// <summary>Schedule a tile update for all tiles that contain this object</summary>
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public void ScheduleUpdate () {
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var collider = GetComponent<Collider>();
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if (collider != null) {
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if (OnNeedUpdates != null) {
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OnNeedUpdates(collider.bounds);
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}
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} else {
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if (OnNeedUpdates != null) {
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OnNeedUpdates(new Bounds(transform.position, Vector3.zero));
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}
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}
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}
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}
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}
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