OldBlueWater/BlueWater/Assets/AstarPathfindingProject/ExampleScenes/ExampleScripts/RecastTileUpdate.cs
2024-02-21 03:34:40 +09:00

49 lines
1.5 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
/// </summary>
[AddComponentMenu("Pathfinding/Navmesh/RecastTileUpdate")]
[HelpURL("https://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_recast_tile_update.php")]
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));
}
}
}
}
}