56 lines
2.0 KiB
C#
56 lines
2.0 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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using Pathfinding.Util;
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using Pathfinding.Serialization;
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#if UNITY_5_5_OR_NEWER
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using UnityEngine.Profiling;
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#endif
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namespace Pathfinding {
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/// <summary>
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/// Helper for navmesh cut objects.
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/// Responsible for keeping track of which navmesh cuts have moved and coordinating graph updates to account for those changes.
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///
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/// See: navmeshcutting (view in online documentation for working links)
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/// See: <see cref="AstarPath.navmeshUpdates"/>
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/// See: <see cref="Pathfinding.NavmeshBase.enableNavmeshCutting"/>
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/// </summary>
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[System.Serializable]
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public class NavmeshUpdates {
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/// <summary>
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/// How often to check if an update needs to be done (real seconds between checks).
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/// For worlds with a very large number of NavmeshCut objects, it might be bad for performance to do this check every frame.
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/// If you think this is a performance penalty, increase this number to check less often.
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///
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/// For almost all games, this can be kept at 0.
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///
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/// If negative, no updates will be done. They must be manually triggered using <see cref="ForceUpdate"/>.
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///
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/// <code>
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/// // Check every frame (the default)
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/// AstarPath.active.navmeshUpdates.updateInterval = 0;
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///
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/// // Check every 0.1 seconds
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/// AstarPath.active.navmeshUpdates.updateInterval = 0.1f;
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///
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/// // Never check for changes
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/// AstarPath.active.navmeshUpdates.updateInterval = -1;
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/// // You will have to schedule updates manually using
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/// AstarPath.active.navmeshUpdates.ForceUpdate();
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/// </code>
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///
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/// You can also find this in the AstarPath inspector under Settings.
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/// [Open online documentation to see images]
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/// </summary>
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public float updateInterval;
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internal class NavmeshUpdateSettings {
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public NavmeshUpdateSettings(NavmeshBase graph) {}
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public void OnRecalculatedTiles (NavmeshTile[] tiles) {}
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}
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internal void Update () {}
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internal void OnEnable () {}
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internal void OnDisable () {}
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}
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}
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