ProjectDDD/Packages/com.arongranberg.astar/Core/AstarData.cs

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Pathfinding.WindowsStore;
using Pathfinding.Serialization;
using Pathfinding.Util;
using Pathfinding.Sync;
namespace Pathfinding {
[System.Serializable]
/// <summary>
/// Stores the navigation graphs for the A* Pathfinding System.
///
/// An instance of this class is assigned to <see cref="AstarPath.data"/>. From it you can access all graphs loaded through the <see cref="graphs"/> variable.
/// This class also handles a lot of the high level serialization.
/// </summary>
public class AstarData {
/// <summary>The AstarPath component which owns this AstarData</summary>
AstarPath active;
#region Fields
/// <summary>
/// Shortcut to the first <see cref="NavMeshGraph"/>
///
/// Deprecated: Use <see cref="navmeshGraph"/> instead
/// </summary>
[System.Obsolete("Use navmeshGraph instead")]
public NavMeshGraph navmesh => navmeshGraph;
/// <summary>Shortcut to the first <see cref="NavMeshGraph"/></summary>
public NavMeshGraph navmeshGraph { get; private set; }
#if !ASTAR_NO_GRID_GRAPH
/// <summary>Shortcut to the first <see cref="GridGraph"/></summary>
public GridGraph gridGraph { get; private set; }
/// <summary>Shortcut to the first <see cref="LayerGridGraph"/>.</summary>
public LayerGridGraph layerGridGraph { get; private set; }
#endif
#if !ASTAR_NO_POINT_GRAPH
/// <summary>Shortcut to the first <see cref="PointGraph"/>.</summary>
public PointGraph pointGraph { get; private set; }
#endif
/// <summary>Shortcut to the first <see cref="RecastGraph"/>.</summary>
public RecastGraph recastGraph { get; private set; }
/// <summary>Shortcut to the first <see cref="LinkGraph"/>.</summary>
public LinkGraph linkGraph { get; private set; }
/// <summary>
/// All supported graph types.
/// Populated through reflection search
/// </summary>
public static System.Type[] graphTypes { get; private set; }
#if ASTAR_FAST_NO_EXCEPTIONS || UNITY_WINRT
/// <summary>
/// Graph types to use when building with Fast But No Exceptions for iPhone.
/// If you add any custom graph types, you need to add them to this hard-coded list.
/// </summary>
public static readonly System.Type[] DefaultGraphTypes = new System.Type[] {
#if !ASTAR_NO_GRID_GRAPH
typeof(GridGraph),
typeof(LayerGridGraph),
#endif
#if !ASTAR_NO_POINT_GRAPH
typeof(PointGraph),
#endif
typeof(NavMeshGraph),
typeof(RecastGraph),
typeof(LinkGraph),
};
#endif
/// <summary>
/// All graphs.
/// This will be filled only after deserialization has completed.
/// May contain null entries if graph have been removed.
/// </summary>
[System.NonSerialized]
public NavGraph[] graphs = new NavGraph[0];
/// <summary>
/// Serialized data for all graphs and settings.
/// Stored as a base64 encoded string because otherwise Unity's Undo system would sometimes corrupt the byte data (because it only stores deltas).
///
/// This can be accessed as a byte array from the <see cref="data"/> property.
/// </summary>
[SerializeField]
string dataString;
/// <summary>Serialized data for all graphs and settings</summary>
private byte[] data {
get {
var d = dataString != null? System.Convert.FromBase64String(dataString) : null;
// Unity can initialize the dataString to an empty string, but that's not a valid zip file
if (d != null && d.Length == 0) return null;
return d;
}
set {
dataString = value != null? System.Convert.ToBase64String(value) : null;
}
}
/// <summary>
/// Serialized data for cached startup.
/// If set, and <see cref="cacheStartup"/> is enabled, graphs will be deserialized from this file when the game starts.
///
/// [Open online documentation to see images]
/// </summary>
public TextAsset file_cachedStartup;
/// <summary>
/// Should graph-data be cached.
/// Caching the startup means saving the whole graphs - not only the settings - to a file (<see cref="file_cachedStartup)"/> which can
/// be loaded when the game starts. This is usually much faster than scanning the graphs when the game starts. This is configured from the editor under the "Save & Load" tab.
///
/// [Open online documentation to see images]
///
/// See: save-load-graphs (view in online documentation for working links)
/// </summary>
[SerializeField]
public bool cacheStartup;
List<bool> graphStructureLocked = new List<bool>();
static readonly Unity.Profiling.ProfilerMarker MarkerLoadFromCache = new Unity.Profiling.ProfilerMarker("LoadFromCache");
static readonly Unity.Profiling.ProfilerMarker MarkerDeserializeGraphs = new Unity.Profiling.ProfilerMarker("DeserializeGraphs");
static readonly Unity.Profiling.ProfilerMarker MarkerSerializeGraphs = new Unity.Profiling.ProfilerMarker("SerializeGraphs");
static readonly Unity.Profiling.ProfilerMarker MarkerFindGraphTypes = new Unity.Profiling.ProfilerMarker("FindGraphTypes");
#endregion
internal AstarData (AstarPath active) {
this.active = active;
}
/// <summary>Get the serialized data for all graphs and their settings</summary>
public byte[] GetData() => data;
/// <summary>
/// Set the serialized data for all graphs and their settings.
///
/// During runtime you usually want to deserialize the graphs immediately, in which case you should use <see cref="DeserializeGraphs(byte"/>[]) instead.
/// </summary>
public void SetData (byte[] data) {
this.data = data;
}
/// <summary>Loads the graphs from memory, will load cached graphs if any exists</summary>
public void OnEnable () {
FindGraphTypes();
if (graphs == null) graphs = new NavGraph[0];
if (cacheStartup && file_cachedStartup != null && Application.isPlaying) {
LoadFromCache();
} else {
DeserializeGraphs();
}
}
/// <summary>
/// Prevent the graph structure from changing during the time this lock is held.
/// This prevents graphs from being added or removed and also prevents graphs from being serialized or deserialized.
/// This is used when e.g an async scan is happening to ensure that for example a graph that is being scanned is not destroyed.
///
/// Each call to this method *must* be paired with exactly one call to <see cref="UnlockGraphStructure"/>.
/// The calls may be nested.
/// </summary>
internal void LockGraphStructure (bool allowAddingGraphs = false) {
graphStructureLocked.Add(allowAddingGraphs);
}
/// <summary>
/// Allows the graph structure to change again.
/// See: <see cref="LockGraphStructure"/>
/// </summary>
internal void UnlockGraphStructure () {
if (graphStructureLocked.Count == 0) throw new System.InvalidOperationException();
graphStructureLocked.RemoveAt(graphStructureLocked.Count - 1);
}
PathProcessor.GraphUpdateLock AssertSafe (bool onlyAddingGraph = false) {
if (graphStructureLocked.Count > 0) {
bool allowAdding = true;
for (int i = 0; i < graphStructureLocked.Count; i++) allowAdding &= graphStructureLocked[i];
if (!(onlyAddingGraph && allowAdding)) throw new System.InvalidOperationException("Graphs cannot be added, removed or serialized while the graph structure is locked. This is the case when a graph is currently being scanned and when executing graph updates and work items.\nHowever as a special case, graphs can be added inside work items.");
}
// Pause the pathfinding threads
var graphLock = active.PausePathfinding();
if (!active.IsInsideWorkItem) {
// Make sure all graph updates and other callbacks are done
// Only do this if this code is not being called from a work item itself as that would cause a recursive wait that could never complete.
// There are some valid cases when this can happen. For example it may be necessary to add a new graph inside a work item.
active.FlushWorkItems();
// Paths that are already calculated and waiting to be returned to the Seeker component need to be
// processed immediately as their results usually depend on graphs that currently exist. If this was
// not done then after destroying a graph one could get a path result with destroyed nodes in it.
active.pathReturnQueue.ReturnPaths(false);
}
return graphLock;
}
/// <summary>
/// Calls the callback with every node in all graphs.
/// This is the easiest way to iterate through every existing node.
///
/// <code>
/// AstarPath.active.data.GetNodes(node => {
/// Debug.Log("I found a node at position " + (Vector3)node.position);
/// });
/// </code>
///
/// See: <see cref="Pathfinding.NavGraph.GetNodes"/> for getting the nodes of a single graph instead of all.
/// See: graph-updates (view in online documentation for working links)
/// </summary>
public void GetNodes (System.Action<GraphNode> callback) {
for (int i = 0; i < graphs.Length; i++) {
if (graphs[i] != null) graphs[i].GetNodes(callback);
}
}
/// <summary>
/// Updates shortcuts to the first graph of different types.
/// Hard coding references to some graph types is not really a good thing imo. I want to keep it dynamic and flexible.
/// But these references ease the use of the system, so I decided to keep them.
/// </summary>
public void UpdateShortcuts () {
navmeshGraph = (NavMeshGraph)FindGraphOfType(typeof(NavMeshGraph));
#if !ASTAR_NO_GRID_GRAPH
gridGraph = (GridGraph)FindGraphOfType(typeof(GridGraph));
layerGridGraph = (LayerGridGraph)FindGraphOfType(typeof(LayerGridGraph));
#endif
#if !ASTAR_NO_POINT_GRAPH
pointGraph = (PointGraph)FindGraphOfType(typeof(PointGraph));
#endif
recastGraph = (RecastGraph)FindGraphOfType(typeof(RecastGraph));
linkGraph = (LinkGraph)FindGraphOfType(typeof(LinkGraph));
}
/// <summary>Load from data from <see cref="file_cachedStartup"/></summary>
public void LoadFromCache () {
using var _ = MarkerLoadFromCache.Auto();
using (AssertSafe()) {
if (file_cachedStartup != null) {
var bytes = file_cachedStartup.bytes;
DeserializeGraphs(bytes);
GraphModifier.TriggerEvent(GraphModifier.EventType.PostCacheLoad);
} else {
Debug.LogError("Can't load from cache since the cache is empty");
}
}
}
#region Serialization
/// <summary>
/// Serializes all graphs settings to a byte array.
/// See: DeserializeGraphs(byte[])
/// </summary>
public byte[] SerializeGraphs () {
return SerializeGraphs(SerializeSettings.Settings);
}
/// <summary>
/// Serializes all graphs settings and optionally node data to a byte array.
/// See: DeserializeGraphs(byte[])
/// See: Pathfinding.Serialization.SerializeSettings
/// </summary>
public byte[] SerializeGraphs (SerializeSettings settings) {
return SerializeGraphs(settings, out var _);
}
/// <summary>
/// Main serializer function.
/// Serializes all graphs to a byte array
/// A similar function exists in the AstarPathEditor.cs script to save additional info
/// </summary>
public byte[] SerializeGraphs (SerializeSettings settings, out uint checksum) {
return SerializeGraphs(settings, out checksum, graphs);
}
byte[] SerializeGraphs (SerializeSettings settings, out uint checksum, NavGraph[] graphs) {
MarkerSerializeGraphs.Begin();
using (AssertSafe()) {
var sr = new AstarSerializer(this, settings, active.gameObject);
sr.OpenSerialize();
sr.SerializeGraphs(graphs);
sr.SerializeExtraInfo();
byte[] bytes = sr.CloseSerialize();
checksum = sr.GetChecksum();
#if ASTARDEBUG
Debug.Log("Got a whole bunch of data, "+bytes.Length+" bytes");
#endif
MarkerSerializeGraphs.End();
return bytes;
}
}
/// <summary>Deserializes graphs from <see cref="data"/></summary>
public void DeserializeGraphs () {
var dataBytes = data;
if (dataBytes != null) {
DeserializeGraphs(dataBytes);
}
}
/// <summary>
/// Destroys all graphs and sets <see cref="graphs"/> to null.
/// See: <see cref="RemoveGraph"/>
/// </summary>
public void ClearGraphs () {
using (AssertSafe()) {
ClearGraphsInternal();
}
}
void ClearGraphsInternal () {
if (graphs == null) return;
using (AssertSafe()) {
for (int i = 0; i < graphs.Length; i++) {
if (graphs[i] != null) {
active.DirtyBounds(graphs[i].bounds);
((IGraphInternals)graphs[i]).OnDestroy();
graphs[i].active = null;
}
}
graphs = new NavGraph[0];
UpdateShortcuts();
}
}
public void DisposeUnmanagedData () {
if (graphs == null) return;
using (AssertSafe()) {
for (int i = 0; i < graphs.Length; i++) {
if (graphs[i] != null) {
((IGraphInternals)graphs[i]).DisposeUnmanagedData();
}
}
}
}
/// <summary>Makes all graphs become unscanned</summary>
internal void DestroyAllNodes () {
if (graphs == null) return;
using (AssertSafe()) {
for (int i = 0; i < graphs.Length; i++) {
if (graphs[i] != null) {
((IGraphInternals)graphs[i]).DestroyAllNodes();
}
}
}
}
public void OnDestroy () {
ClearGraphsInternal();
}
/// <summary>
/// Deserializes and loads graphs from the specified byte array.
/// An error will be logged if deserialization fails.
///
/// Returns: The deserialized graphs
/// </summary>
public NavGraph[] DeserializeGraphs (byte[] bytes) {
using (AssertSafe()) {
ClearGraphs();
return DeserializeGraphsAdditive(bytes);
}
}
/// <summary>
/// Deserializes and loads graphs from the specified byte array additively.
/// An error will be logged if deserialization fails.
/// This function will add loaded graphs to the current ones.
///
/// Returns: The deserialized graphs
/// </summary>
public NavGraph[] DeserializeGraphsAdditive (byte[] bytes) {
return DeserializeGraphsAdditive(bytes, true);
}
NavGraph[] DeserializeGraphsAdditive (byte[] bytes, bool warnIfDuplicateGuids) {
using (AssertSafe()) {
try {
MarkerDeserializeGraphs.Begin();
NavGraph[] result;
if (bytes != null) {
var sr = new AstarSerializer(this, active.gameObject);
if (sr.OpenDeserialize(bytes)) {
result = DeserializeGraphsPartAdditive(sr, warnIfDuplicateGuids);
sr.CloseDeserialize();
} else {
throw new System.ArgumentException("Invalid data file (cannot read zip).\nThe data is either corrupt or it was saved using a 3.0.x or earlier version of the system");
}
} else {
throw new System.ArgumentNullException(nameof(bytes));
}
UpdateShortcuts();
GraphModifier.TriggerEvent(GraphModifier.EventType.PostGraphLoad);
return result;
} catch (System.Exception e) {
Debug.LogException(new System.Exception("Caught exception while deserializing data.", e));
graphs = new NavGraph[0];
UpdateShortcuts();
throw;
} finally {
MarkerDeserializeGraphs.End();
}
}
}
/// <summary>Helper function for deserializing graphs</summary>
NavGraph[] DeserializeGraphsPartAdditive (AstarSerializer sr, bool warnIfDuplicateGuids) {
if (graphs == null) graphs = new NavGraph[0];
var gr = new List<NavGraph>(graphs);
// Trim nulls at the end
while (gr.Count > 0 && gr[gr.Count-1] == null) gr.RemoveAt(gr.Count-1);
FindGraphTypes();
// This may be false if the user is editing a prefab, for example.
// If it is false, we must not try to load any nodes
bool astarInitialized = active == AstarPath.active;
int lastUsedGraphIndex = -1;
var newGraphs = sr.DeserializeGraphs(graphTypes, astarInitialized, () => {
// Find the index to insert the new graph at
// This is the first index which is not yet filled with a graph
lastUsedGraphIndex++;
while (lastUsedGraphIndex < gr.Count && gr[lastUsedGraphIndex] != null) {
lastUsedGraphIndex++;
}
return lastUsedGraphIndex;
});
for (int i = 0; i < newGraphs.Length; i++) {
while (gr.Count < (int)newGraphs[i].graphIndex + 1) gr.Add(null);
gr[(int)newGraphs[i].graphIndex] = newGraphs[i];
}
if (gr.Count > GraphNode.MaxGraphIndex + 1) {
throw new System.InvalidOperationException("Graph Count Limit Reached. You cannot have more than " + GraphNode.MaxGraphIndex + " graphs.");
}
graphs = gr.ToArray();
// Assign correct graph indices.
bool anyScanned = false;
for (int i = 0; i < graphs.Length; i++) {
if (graphs[i] == null) continue;
graphs[i].GetNodes(node => node.GraphIndex = (uint)i);
anyScanned |= graphs[i].isScanned;
}
for (int i = 0; i < graphs.Length; i++) {
for (int j = i+1; j < graphs.Length; j++) {
if (graphs[i] != null && graphs[j] != null && graphs[i].guid == graphs[j].guid) {
if (warnIfDuplicateGuids) Debug.LogWarning("Guid Conflict when importing graphs additively. Imported graph will get a new Guid.\nThis message is (relatively) harmless.");
graphs[i].guid = Pathfinding.Util.Guid.NewGuid();
break;
}
}
}
sr.PostDeserialization();
if (anyScanned) {
// This will refresh off-mesh links,
// and also recalculate the hierarchical graph if necessary.
//
// It's important that this does not run if no graphs are scanned,
// which is the case when just deserializing graph settings in the editor.
// This is because we may be in a prefab, and prefabs should never be able
// to actually load graphs with nodes.
active.AddWorkItem(ctx => {
for (int i = 0; i < newGraphs.Length; i++) {
if (newGraphs[i].isScanned) {
ctx.DirtyBounds(newGraphs[i].bounds);
}
}
});
active.FlushWorkItems();
}
return newGraphs;
}
#endregion
/// <summary>
/// Find all graph types supported in this build.
/// Using reflection, the assembly is searched for types which inherit from NavGraph.
/// </summary>
public void FindGraphTypes () {
if (graphTypes != null) return;
MarkerFindGraphTypes.Begin();
#if !ASTAR_FAST_NO_EXCEPTIONS && !UNITY_WINRT
graphTypes = AssemblySearcher.FindTypesInheritingFrom<NavGraph>().ToArray();
#else
graphTypes = DefaultGraphTypes;
#endif
MarkerFindGraphTypes.End();
}
#region GraphCreation
/// <summary>Creates a new graph instance of type type</summary>
internal NavGraph CreateGraph (System.Type type) {
var graph = System.Activator.CreateInstance(type) as NavGraph;
graph.active = active;
return graph;
}
/// <summary>
/// Adds a graph of type T to the <see cref="graphs"/> array.
/// See: runtime-graphs (view in online documentation for working links)
/// </summary>
public T AddGraph<T> () where T : NavGraph => AddGraph(typeof(T)) as T;
/// <summary>
/// Adds a graph of type type to the <see cref="graphs"/> array.
/// See: runtime-graphs (view in online documentation for working links)
/// </summary>
public NavGraph AddGraph (System.Type type) {
NavGraph graph = null;
for (int i = 0; i < graphTypes.Length; i++) {
if (System.Type.Equals(graphTypes[i], type)) {
graph = CreateGraph(graphTypes[i]);
}
}
if (graph == null) {
Debug.LogError("No NavGraph of type '"+type+"' could be found, "+graphTypes.Length+" graph types are avaliable");
return null;
}
AddGraph(graph);
return graph;
}
/// <summary>Adds the specified graph to the <see cref="graphs"/> array</summary>
void AddGraph (NavGraph graph) {
// Make sure to not interfere with pathfinding
using (AssertSafe(true)) {
// Try to fill in an empty position
int graphIndex = System.Array.IndexOf(graphs, null);
if (graphIndex == -1) {
if (graphs.Length >= GraphNode.MaxGraphIndex) {
throw new System.Exception($"Graph Count Limit Reached. You cannot have more than {GraphNode.MaxGraphIndex} graphs.");
}
// Add a new entry
Memory.Realloc(ref graphs, graphs.Length + 1);
graphIndex = graphs.Length-1;
}
graphs[graphIndex] = graph;
graph.graphIndex = (uint)graphIndex;
graph.active = active;
UpdateShortcuts();
}
}
/// <summary>
/// Removes the specified graph from the <see cref="graphs"/> array and Destroys it in a safe manner.
/// To avoid changing graph indices for the other graphs, the graph is simply nulled in the array instead
/// of actually removing it from the array.
/// The empty position will be reused if a new graph is added.
///
/// Returns: True if the graph was sucessfully removed (i.e it did exist in the <see cref="graphs"/> array). False otherwise.
///
/// See: <see cref="ClearGraphs"/>
/// </summary>
public bool RemoveGraph (NavGraph graph) {
// Make sure the pathfinding threads are paused
using (AssertSafe()) {
active.DirtyBounds(graph.bounds);
((IGraphInternals)graph).OnDestroy();
graph.active = null;
int i = System.Array.IndexOf(graphs, graph);
if (i != -1) graphs[i] = null;
UpdateShortcuts();
// If we are working on a prefab, this may not be true
if (AstarPath.active == active) {
active.AddWorkItem(() => active.offMeshLinks.Refresh());
active.FlushWorkItems();
}
return i != -1;
}
}
/// <summary>
/// Duplicates the given graph and adds the duplicate to the <see cref="graphs"/> array.
///
/// Note: Only graph settings are duplicated, not the nodes in the graph. You may want to scan the graph after duplicating it.
///
/// Returns: The duplicated graph.
/// </summary>
public NavGraph DuplicateGraph (NavGraph graph) {
if (graph == null) throw new System.ArgumentNullException(nameof(graph));
int i = System.Array.IndexOf(graphs, graph);
if (i == -1) throw new System.ArgumentException("Graph doesn't exist");
var bytes = SerializeGraphs(SerializeSettings.Settings, out var _, new NavGraph[] { graph });
var newGraphs = DeserializeGraphsAdditive(bytes, false);
UnityEngine.Assertions.Assert.AreEqual(1, newGraphs.Length);
#if UNITY_EDITOR
foreach (var g in newGraphs) {
var existingNames = new string[graphs.Length];
for (int j = 0; j < graphs.Length; j++) existingNames[j] = graphs[j].name;
g.name = UnityEditor.ObjectNames.GetUniqueName(existingNames, g.name);
}
#endif
return newGraphs[0];
}
#endregion
#region GraphUtility
/// <summary>
/// Graph which contains the specified node.
/// The graph must be in the <see cref="graphs"/> array.
///
/// Returns: Returns the graph which contains the node. Null if the graph wasn't found
/// </summary>
public static NavGraph GetGraph (GraphNode node) {
if (node == null || node.Destroyed) return null;
AstarPath script = AstarPath.active;
if (System.Object.ReferenceEquals(script, null)) return null;
AstarData data = script.data;
if (data == null || data.graphs == null) return null;
uint graphIndex = node.GraphIndex;
return data.graphs[(int)graphIndex];
}
/// <summary>Returns the first graph which satisfies the predicate. Returns null if no graph was found.</summary>
public NavGraph FindGraph (System.Func<NavGraph, bool> predicate) {
if (graphs != null) {
for (int i = 0; i < graphs.Length; i++) {
if (graphs[i] != null && predicate(graphs[i])) {
return graphs[i];
}
}
}
return null;
}
/// <summary>Returns the first graph of type type found in the <see cref="graphs"/> array. Returns null if no graph was found.</summary>
public NavGraph FindGraphOfType (System.Type type) {
return FindGraph(graph => System.Type.Equals(graph.GetType(), type));
}
/// <summary>Returns the first graph which inherits from the type type. Returns null if no graph was found.</summary>
public NavGraph FindGraphWhichInheritsFrom (System.Type type) {
return FindGraph(graph => WindowsStoreCompatibility.GetTypeInfo(type).IsAssignableFrom(WindowsStoreCompatibility.GetTypeInfo(graph.GetType())));
}
/// <summary>
/// Loop through this function to get all graphs of type 'type'
/// <code>
/// foreach (GridGraph graph in AstarPath.data.FindGraphsOfType (typeof(GridGraph))) {
/// //Do something with the graph
/// }
/// </code>
/// See: <see cref="AstarPath.AddWorkItem"/>
/// </summary>
public IEnumerable FindGraphsOfType (System.Type type) {
if (graphs == null) yield break;
for (int i = 0; i < graphs.Length; i++) {
if (graphs[i] != null && System.Type.Equals(graphs[i].GetType(), type)) {
yield return graphs[i];
}
}
}
/// <summary>
/// All graphs which implements the UpdateableGraph interface
/// <code> foreach (IUpdatableGraph graph in AstarPath.data.GetUpdateableGraphs ()) {
/// //Do something with the graph
/// } </code>
/// See: <see cref="AstarPath.AddWorkItem"/>
/// See: <see cref="IUpdatableGraph"/>
/// </summary>
public IEnumerable GetUpdateableGraphs () {
if (graphs == null) yield break;
for (int i = 0; i < graphs.Length; i++) {
if (graphs[i] is IUpdatableGraph) {
yield return graphs[i];
}
}
}
/// <summary>Gets the index of the graph in the <see cref="graphs"/> array</summary>
public int GetGraphIndex (NavGraph graph) {
if (graph == null) throw new System.ArgumentNullException("graph");
if (graphs == null) throw new System.ArgumentException("No graphs exist");
var index = System.Array.IndexOf(graphs, graph);
if (index == -1) throw new System.ArgumentException("Graph doesn't exist");
return index;
}
#endregion
}
}