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50 lines
1.6 KiB
C#
50 lines
1.6 KiB
C#
2 weeks ago
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using UnityEngine;
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using UnityEngine.Assertions;
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namespace Unity.BossRoom.Navigation
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{
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/// <summary>
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/// This system exists to coordinate path finding and navigation functionality in a scene.
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/// The Unity NavMesh is only used to calculate navigation paths. Moving along those paths is done by this system.
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/// </summary>
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public class NavigationSystem : MonoBehaviour
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{
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public const string NavigationSystemTag = "NavigationSystem";
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/// <summary>
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/// Event that gets invoked when the navigation mesh changed. This happens when dynamic obstacles move or get active
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/// </summary>
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public event System.Action OnNavigationMeshChanged = delegate { };
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/// <summary>
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/// Whether all paths need to be recalculated in the next fixed update.
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/// </summary>
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private bool m_NavMeshChanged;
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public void OnDynamicObstacleDisabled()
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{
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m_NavMeshChanged = true;
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}
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public void OnDynamicObstacleEnabled()
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{
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m_NavMeshChanged = true;
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}
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private void FixedUpdate()
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{
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// This is done in fixed update to make sure that only one expensive global recalculation happens per fixed update.
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if (m_NavMeshChanged)
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{
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OnNavigationMeshChanged.Invoke();
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m_NavMeshChanged = false;
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}
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}
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private void OnValidate()
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{
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Assert.AreEqual(NavigationSystemTag, tag, $"The GameObject of the {nameof(NavigationSystem)} component has to use the {NavigationSystem.NavigationSystemTag} tag!");
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}
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}
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}
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