Sample project to showcase the use of UI Toolkit for Runtime based on the Unity Royale project.
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54 行
1.7 KiB

using System.Collections.Generic;
namespace UnityEngine.AI
{
[ExecuteInEditMode]
[AddComponentMenu("Navigation/NavMeshModifierVolume", 31)]
[HelpURL("https://github.com/Unity-Technologies/NavMeshComponents#documentation-draft")]
public class NavMeshModifierVolume : MonoBehaviour
{
[SerializeField]
Vector3 m_Size = new Vector3(4.0f, 3.0f, 4.0f);
public Vector3 size { get { return m_Size; } set { m_Size = value; } }
[SerializeField]
Vector3 m_Center = new Vector3(0, 1.0f, 0);
public Vector3 center { get { return m_Center; } set { m_Center = value; } }
[SerializeField]
int m_Area;
public int area { get { return m_Area; } set { m_Area = value; } }
// List of agent types the modifier is applied for.
// Special values: empty == None, m_AffectedAgents[0] =-1 == All.
[SerializeField]
List<int> m_AffectedAgents = new List<int>(new int[] { -1 }); // Default value is All
static readonly List<NavMeshModifierVolume> s_NavMeshModifiers = new List<NavMeshModifierVolume>();
public static List<NavMeshModifierVolume> activeModifiers
{
get { return s_NavMeshModifiers; }
}
void OnEnable()
{
if (!s_NavMeshModifiers.Contains(this))
s_NavMeshModifiers.Add(this);
}
void OnDisable()
{
s_NavMeshModifiers.Remove(this);
}
public bool AffectsAgentType(int agentTypeID)
{
if (m_AffectedAgents.Count == 0)
return false;
if (m_AffectedAgents[0] == -1)
return true;
return m_AffectedAgents.IndexOf(agentTypeID) != -1;
}
}
}