734 lines
23 KiB
C#
734 lines
23 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using Pathfinding.WindowsStore;
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using Pathfinding.Serialization;
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#if UNITY_WINRT && !UNITY_EDITOR
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//using MarkerMetro.Unity.WinLegacy.IO;
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//using MarkerMetro.Unity.WinLegacy.Reflection;
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#endif
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namespace Pathfinding {
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[System.Serializable]
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/// <summary>
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/// Stores the navigation graphs for the A* Pathfinding System.
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/// \ingroup relevant
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///
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/// An instance of this class is assigned to AstarPath.data, from it you can access all graphs loaded through the <see cref="graphs"/> variable.\n
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/// This class also handles a lot of the high level serialization.
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/// </summary>
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public class AstarData {
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/// <summary>Shortcut to AstarPath.active</summary>
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public static AstarPath active {
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get {
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return AstarPath.active;
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}
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}
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#region Fields
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/// <summary>
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/// Shortcut to the first NavMeshGraph.
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/// Updated at scanning time
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/// </summary>
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public NavMeshGraph navmesh { get; private set; }
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#if !ASTAR_NO_GRID_GRAPH
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/// <summary>
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/// Shortcut to the first GridGraph.
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/// Updated at scanning time
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/// </summary>
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public GridGraph gridGraph { get; private set; }
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#endif
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#if !ASTAR_NO_POINT_GRAPH
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/// <summary>
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/// Shortcut to the first PointGraph.
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/// Updated at scanning time
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/// </summary>
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public PointGraph pointGraph { get; private set; }
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#endif
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/// <summary>
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/// All supported graph types.
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/// Populated through reflection search
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/// </summary>
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public System.Type[] graphTypes { get; private set; }
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#if ASTAR_FAST_NO_EXCEPTIONS || UNITY_WINRT || UNITY_WEBGL
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/// <summary>
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/// Graph types to use when building with Fast But No Exceptions for iPhone.
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/// If you add any custom graph types, you need to add them to this hard-coded list.
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/// </summary>
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public static readonly System.Type[] DefaultGraphTypes = new System.Type[] {
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#if !ASTAR_NO_GRID_GRAPH
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typeof(GridGraph),
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#endif
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#if !ASTAR_NO_POINT_GRAPH
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typeof(PointGraph),
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#endif
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typeof(NavMeshGraph),
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};
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#endif
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/// <summary>
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/// All graphs this instance holds.
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/// This will be filled only after deserialization has completed.
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/// May contain null entries if graph have been removed.
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/// </summary>
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[System.NonSerialized]
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public NavGraph[] graphs = new NavGraph[0];
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//Serialization Settings
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/// <summary>
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/// Serialized data for all graphs and settings.
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/// Stored as a base64 encoded string because otherwise Unity's Undo system would sometimes corrupt the byte data (because it only stores deltas).
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///
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/// This can be accessed as a byte array from the <see cref="data"/> property.
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///
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/// \since 3.6.1
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/// </summary>
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[SerializeField]
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string dataString;
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/// <summary>
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/// Data from versions from before 3.6.1.
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/// Used for handling upgrades
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/// \since 3.6.1
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/// </summary>
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[SerializeField]
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[UnityEngine.Serialization.FormerlySerializedAs("data")]
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private byte[] upgradeData;
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/// <summary>Serialized data for all graphs and settings</summary>
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private byte[] data {
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get {
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// Handle upgrading from earlier versions than 3.6.1
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if (upgradeData != null && upgradeData.Length > 0) {
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data = upgradeData;
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upgradeData = null;
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}
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return dataString != null? System.Convert.FromBase64String(dataString) : null;
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}
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set {
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dataString = value != null? System.Convert.ToBase64String(value) : null;
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}
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}
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/// <summary>
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/// Serialized data for cached startup.
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/// If set, on start the graphs will be deserialized from this file.
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/// </summary>
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public TextAsset file_cachedStartup;
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/// <summary>
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/// Serialized data for cached startup.
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///
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/// Deprecated: Deprecated since 3.6, AstarData.file_cachedStartup is now used instead
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/// </summary>
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public byte[] data_cachedStartup;
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/// <summary>
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/// Should graph-data be cached.
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/// Caching the startup means saving the whole graphs - not only the settings - to a file (<see cref="file_cachedStartup)"/> which can
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/// 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.
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///
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/// See: save-load-graphs (view in online documentation for working links)
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/// </summary>
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[SerializeField]
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public bool cacheStartup;
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//End Serialization Settings
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List<bool> graphStructureLocked = new List<bool>();
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#endregion
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public byte[] GetData () {
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return data;
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}
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public void SetData (byte[] data) {
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this.data = data;
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}
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/// <summary>Loads the graphs from memory, will load cached graphs if any exists</summary>
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public void Awake () {
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graphs = new NavGraph[0];
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if (cacheStartup && file_cachedStartup != null) {
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LoadFromCache();
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} else {
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DeserializeGraphs();
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}
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}
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/// <summary>
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/// Prevent the graph structure from changing during the time this lock is held.
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/// This prevents graphs from being added or removed and also prevents graphs from being serialized or deserialized.
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/// 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.
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///
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/// Each call to this method *must* be paired with exactly one call to <see cref="UnlockGraphStructure"/>.
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/// The calls may be nested.
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/// </summary>
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internal void LockGraphStructure (bool allowAddingGraphs = false) {
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graphStructureLocked.Add(allowAddingGraphs);
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}
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/// <summary>
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/// Allows the graph structure to change again.
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/// See: <see cref="LockGraphStructure"/>
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/// </summary>
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internal void UnlockGraphStructure () {
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if (graphStructureLocked.Count == 0) throw new System.InvalidOperationException();
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graphStructureLocked.RemoveAt(graphStructureLocked.Count - 1);
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}
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PathProcessor.GraphUpdateLock AssertSafe (bool onlyAddingGraph = false) {
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if (graphStructureLocked.Count > 0) {
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bool allowAdding = true;
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for (int i = 0; i < graphStructureLocked.Count; i++) allowAdding &= graphStructureLocked[i];
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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.");
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}
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// Pause the pathfinding threads
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var graphLock = active.PausePathfinding();
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if (!active.IsInsideWorkItem) {
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// Make sure all graph updates and other callbacks are done
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// 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.
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// There are some valid cases when this can happen. For example it may be necessary to add a new graph inside a work item.
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active.FlushWorkItems();
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// Paths that are already calculated and waiting to be returned to the Seeker component need to be
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// processed immediately as their results usually depend on graphs that currently exist. If this was
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// not done then after destroying a graph one could get a path result with destroyed nodes in it.
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active.pathReturnQueue.ReturnPaths(false);
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}
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return graphLock;
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}
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/// <summary>
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/// Calls the callback with every node in all graphs.
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/// This is the easiest way to iterate through every existing node.
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///
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/// <code>
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/// AstarPath.active.data.GetNodes(node => {
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/// Debug.Log("I found a node at position " + (Vector3)node.position);
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/// });
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/// </code>
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///
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/// See: <see cref="Pathfinding.NavGraph.GetNodes"/> for getting the nodes of a single graph instead of all.
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/// See: graph-updates (view in online documentation for working links)
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/// </summary>
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public void GetNodes (System.Action<GraphNode> callback) {
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for (int i = 0; i < graphs.Length; i++) {
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if (graphs[i] != null) graphs[i].GetNodes(callback);
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}
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}
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/// <summary>
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/// Updates shortcuts to the first graph of different types.
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/// Hard coding references to some graph types is not really a good thing imo. I want to keep it dynamic and flexible.
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/// But these references ease the use of the system, so I decided to keep them.
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/// </summary>
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public void UpdateShortcuts () {
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navmesh = (NavMeshGraph)FindGraphOfType(typeof(NavMeshGraph));
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#if !ASTAR_NO_GRID_GRAPH
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gridGraph = (GridGraph)FindGraphOfType(typeof(GridGraph));
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#endif
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#if !ASTAR_NO_POINT_GRAPH
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pointGraph = (PointGraph)FindGraphOfType(typeof(PointGraph));
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#endif
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}
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/// <summary>Load from data from <see cref="file_cachedStartup"/></summary>
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public void LoadFromCache () {
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var graphLock = AssertSafe();
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if (file_cachedStartup != null) {
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var bytes = file_cachedStartup.bytes;
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DeserializeGraphs(bytes);
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GraphModifier.TriggerEvent(GraphModifier.EventType.PostCacheLoad);
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} else {
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Debug.LogError("Can't load from cache since the cache is empty");
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}
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graphLock.Release();
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}
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#region Serialization
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/// <summary>
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/// Serializes all graphs settings to a byte array.
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/// See: DeserializeGraphs(byte[])
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/// </summary>
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public byte[] SerializeGraphs () {
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return SerializeGraphs(SerializeSettings.Settings);
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}
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/// <summary>
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/// Serializes all graphs settings and optionally node data to a byte array.
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/// See: DeserializeGraphs(byte[])
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/// See: Pathfinding.Serialization.SerializeSettings
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/// </summary>
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public byte[] SerializeGraphs (SerializeSettings settings) {
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uint checksum;
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return SerializeGraphs(settings, out checksum);
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}
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/// <summary>
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/// Main serializer function.
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/// Serializes all graphs to a byte array
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/// A similar function exists in the AstarPathEditor.cs script to save additional info
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/// </summary>
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public byte[] SerializeGraphs (SerializeSettings settings, out uint checksum) {
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var graphLock = AssertSafe();
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var sr = new AstarSerializer(this, settings, active.gameObject);
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sr.OpenSerialize();
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sr.SerializeGraphs(graphs);
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sr.SerializeExtraInfo();
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byte[] bytes = sr.CloseSerialize();
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checksum = sr.GetChecksum();
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#if ASTARDEBUG
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Debug.Log("Got a whole bunch of data, "+bytes.Length+" bytes");
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#endif
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graphLock.Release();
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return bytes;
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}
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/// <summary>Deserializes graphs from <see cref="data"/></summary>
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public void DeserializeGraphs () {
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if (data != null) {
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DeserializeGraphs(data);
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}
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}
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/// <summary>Destroys all graphs and sets graphs to null</summary>
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void ClearGraphs () {
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if (graphs == null) return;
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for (int i = 0; i < graphs.Length; i++) {
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if (graphs[i] != null) {
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((IGraphInternals)graphs[i]).OnDestroy();
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graphs[i].active = null;
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}
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}
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graphs = new NavGraph[0];
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UpdateShortcuts();
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}
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public void OnDestroy () {
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ClearGraphs();
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}
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/// <summary>
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/// Deserializes graphs from the specified byte array.
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/// An error will be logged if deserialization fails.
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/// </summary>
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public void DeserializeGraphs (byte[] bytes) {
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var graphLock = AssertSafe();
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ClearGraphs();
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DeserializeGraphsAdditive(bytes);
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graphLock.Release();
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}
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/// <summary>
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/// Deserializes graphs from the specified byte array additively.
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/// An error will be logged if deserialization fails.
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/// This function will add loaded graphs to the current ones.
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/// </summary>
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public void DeserializeGraphsAdditive (byte[] bytes) {
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var graphLock = AssertSafe();
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try {
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if (bytes != null) {
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var sr = new AstarSerializer(this, active.gameObject);
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if (sr.OpenDeserialize(bytes)) {
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DeserializeGraphsPartAdditive(sr);
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sr.CloseDeserialize();
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} else {
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Debug.Log("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");
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}
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} else {
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throw new System.ArgumentNullException("bytes");
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}
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active.VerifyIntegrity();
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} catch (System.Exception e) {
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Debug.LogError("Caught exception while deserializing data.\n"+e);
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graphs = new NavGraph[0];
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}
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UpdateShortcuts();
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graphLock.Release();
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}
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/// <summary>Helper function for deserializing graphs</summary>
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void DeserializeGraphsPartAdditive (AstarSerializer sr) {
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if (graphs == null) graphs = new NavGraph[0];
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var gr = new List<NavGraph>(graphs);
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// Set an offset so that the deserializer will load
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// the graphs with the correct graph indexes
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sr.SetGraphIndexOffset(gr.Count);
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if (graphTypes == null) FindGraphTypes();
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gr.AddRange(sr.DeserializeGraphs(graphTypes));
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graphs = gr.ToArray();
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sr.DeserializeEditorSettingsCompatibility();
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sr.DeserializeExtraInfo();
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//Assign correct graph indices.
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for (int i = 0; i < graphs.Length; i++) {
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if (graphs[i] == null) continue;
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graphs[i].GetNodes(node => node.GraphIndex = (uint)i);
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}
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for (int i = 0; i < graphs.Length; i++) {
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for (int j = i+1; j < graphs.Length; j++) {
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if (graphs[i] != null && graphs[j] != null && graphs[i].guid == graphs[j].guid) {
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Debug.LogWarning("Guid Conflict when importing graphs additively. Imported graph will get a new Guid.\nThis message is (relatively) harmless.");
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graphs[i].guid = Pathfinding.Util.Guid.NewGuid();
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break;
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}
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}
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}
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sr.PostDeserialization();
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active.hierarchicalGraph.RecalculateIfNecessary();
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}
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#endregion
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/// <summary>
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/// Find all graph types supported in this build.
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/// Using reflection, the assembly is searched for types which inherit from NavGraph.
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/// </summary>
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public void FindGraphTypes () {
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#if !ASTAR_FAST_NO_EXCEPTIONS && !UNITY_WINRT && !UNITY_WEBGL
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var graphList = new List<System.Type>();
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foreach (var assembly in System.AppDomain.CurrentDomain.GetAssemblies()) {
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System.Type[] types = null;
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try {
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types = assembly.GetTypes();
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} catch {
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// Ignore type load exceptions and things like that.
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// We might not be able to read all assemblies for some reason, but hopefully the relevant types exist in the assemblies that we can read
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continue;
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}
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foreach (var type in types) {
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#if NETFX_CORE && !UNITY_EDITOR
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System.Type baseType = type.GetTypeInfo().BaseType;
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#else
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var baseType = type.BaseType;
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#endif
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while (baseType != null) {
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if (System.Type.Equals(baseType, typeof(NavGraph))) {
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graphList.Add(type);
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break;
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}
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#if NETFX_CORE && !UNITY_EDITOR
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baseType = baseType.GetTypeInfo().BaseType;
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#else
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baseType = baseType.BaseType;
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#endif
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}
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}
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}
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graphTypes = graphList.ToArray();
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#if ASTARDEBUG
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Debug.Log("Found "+graphTypes.Length+" graph types");
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#endif
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#else
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graphTypes = DefaultGraphTypes;
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#endif
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}
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#region GraphCreation
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/// <summary>
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/// Returns: A System.Type which matches the specified type string. If no mathing graph type was found, null is returned
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///
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/// Deprecated:
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/// </summary>
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[System.Obsolete("If really necessary. Use System.Type.GetType instead.")]
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public System.Type GetGraphType (string type) {
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for (int i = 0; i < graphTypes.Length; i++) {
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if (graphTypes[i].Name == type) {
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return graphTypes[i];
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}
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}
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return null;
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}
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/// <summary>
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/// Creates a new instance of a graph of type type. If no matching graph type was found, an error is logged and null is returned
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/// Returns: The created graph
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/// See: <see cref="CreateGraph(System.Type)"/>
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///
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/// Deprecated:
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/// </summary>
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[System.Obsolete("Use CreateGraph(System.Type) instead")]
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public NavGraph CreateGraph (string type) {
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Debug.Log("Creating Graph of type '"+type+"'");
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for (int i = 0; i < graphTypes.Length; i++) {
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if (graphTypes[i].Name == type) {
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return CreateGraph(graphTypes[i]);
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}
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}
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Debug.LogError("Graph type ("+type+") wasn't found");
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return null;
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}
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/// <summary>
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/// Creates a new graph instance of type type
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/// See: <see cref="CreateGraph(string)"/>
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/// </summary>
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internal NavGraph CreateGraph (System.Type type) {
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var graph = System.Activator.CreateInstance(type) as NavGraph;
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graph.active = active;
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return graph;
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}
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/// <summary>
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/// Adds a graph of type type to the <see cref="graphs"/> array
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///
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/// Deprecated:
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/// </summary>
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[System.Obsolete("Use AddGraph(System.Type) instead")]
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public NavGraph AddGraph (string type) {
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NavGraph graph = null;
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for (int i = 0; i < graphTypes.Length; i++) {
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if (graphTypes[i].Name == type) {
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graph = CreateGraph(graphTypes[i]);
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}
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}
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if (graph == null) {
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Debug.LogError("No NavGraph of type '"+type+"' could be found");
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return null;
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}
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AddGraph(graph);
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return graph;
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}
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|
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/// <summary>
|
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/// Adds a graph of type type to the <see cref="graphs"/> array.
|
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/// See: runtime-graphs (view in online documentation for working links)
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/// </summary>
|
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public NavGraph AddGraph (System.Type type) {
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|
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
|
|
var graphLock = AssertSafe(true);
|
|
|
|
// Try to fill in an empty position
|
|
bool foundEmpty = false;
|
|
|
|
for (int i = 0; i < graphs.Length; i++) {
|
|
if (graphs[i] == null) {
|
|
graphs[i] = graph;
|
|
graph.graphIndex = (uint)i;
|
|
foundEmpty = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!foundEmpty) {
|
|
if (graphs != null && graphs.Length >= GraphNode.MaxGraphIndex) {
|
|
throw new System.Exception("Graph Count Limit Reached. You cannot have more than " + GraphNode.MaxGraphIndex + " graphs.");
|
|
}
|
|
|
|
// Add a new entry to the list
|
|
var graphList = new List<NavGraph>(graphs ?? new NavGraph[0]);
|
|
graphList.Add(graph);
|
|
graphs = graphList.ToArray();
|
|
graph.graphIndex = (uint)(graphs.Length-1);
|
|
}
|
|
|
|
UpdateShortcuts();
|
|
graph.active = active;
|
|
graphLock.Release();
|
|
}
|
|
|
|
/// <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.
|
|
///
|
|
/// Version: Changed in 3.2.5 to call SafeOnDestroy before removing
|
|
/// and nulling it in the array instead of removing the element completely in the <see cref="graphs"/> array.
|
|
/// </summary>
|
|
public bool RemoveGraph (NavGraph graph) {
|
|
// Make sure the pathfinding threads are stopped
|
|
// If we don't wait until pathfinding that is potentially running on
|
|
// this graph right now we could end up with NullReferenceExceptions
|
|
var graphLock = AssertSafe();
|
|
|
|
((IGraphInternals)graph).OnDestroy();
|
|
graph.active = null;
|
|
|
|
int i = System.Array.IndexOf(graphs, graph);
|
|
if (i != -1) graphs[i] = null;
|
|
|
|
UpdateShortcuts();
|
|
graphLock.Release();
|
|
return i != -1;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region GraphUtility
|
|
|
|
/// <summary>
|
|
/// Returns the 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) return null;
|
|
|
|
AstarPath script = AstarPath.active;
|
|
if (script == null) return null;
|
|
|
|
AstarData data = script.data;
|
|
if (data == null || data.graphs == null) return null;
|
|
|
|
uint graphIndex = node.GraphIndex;
|
|
|
|
if (graphIndex >= data.graphs.Length) {
|
|
return null;
|
|
}
|
|
|
|
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: AstarPath.RegisterSafeNodeUpdate
|
|
/// </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: AstarPath.AddWorkItem
|
|
/// See: Pathfinding.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>
|
|
/// All graphs which implements the UpdateableGraph interface
|
|
/// <code> foreach (IRaycastableGraph graph in AstarPath.data.GetRaycastableGraphs ()) {
|
|
/// //Do something with the graph
|
|
/// } </code>
|
|
/// See: Pathfinding.IRaycastableGraph
|
|
/// Deprecated: Deprecated because it is not used by the package internally and the use cases are few. Iterate through the <see cref="graphs"/> array instead.
|
|
/// </summary>
|
|
[System.Obsolete("Obsolete because it is not used by the package internally and the use cases are few. Iterate through the graphs array instead.")]
|
|
public IEnumerable GetRaycastableGraphs () {
|
|
if (graphs == null) yield break;
|
|
for (int i = 0; i < graphs.Length; i++) {
|
|
if (graphs[i] is IRaycastableGraph) {
|
|
yield return graphs[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>Gets the index of the NavGraph in the <see cref="graphs"/> array</summary>
|
|
public int GetGraphIndex (NavGraph graph) {
|
|
if (graph == null) throw new System.ArgumentNullException("graph");
|
|
|
|
var index = -1;
|
|
if (graphs != null) {
|
|
index = System.Array.IndexOf(graphs, graph);
|
|
if (index == -1) Debug.LogError("Graph doesn't exist");
|
|
}
|
|
return index;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|