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refactor: fix comments

/main
Luke Stampfli 4 年前
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8b80dddb
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      Assets/BossRoom/Scripts/Server/Navigation/DynamicNavObstacle.cs

4
Assets/BossRoom/Scripts/Server/Navigation/DynamicNavObstacle.cs


namespace BossRoom.Server
{
[DefaultExecutionOrder(10000)] // The enable/disable trigger have to be called after the triggers from NavMeshObstacle which update the nav mesh.
[DefaultExecutionOrder(10000)] // The enable/disable triggers have to be called after the triggers from NavMeshObstacle which update the nav mesh.
[RequireComponent(typeof(NavMeshObstacle))]
public sealed class DynamicNavObstacle : MonoBehaviour
{

void OnValidate()
{
if (gameObject.scene.rootCount > 1) // Hacky way for checking if this is a scene object or a prefab instance and not a prefab.
if (gameObject.scene.rootCount > 1) // Hacky way for checking if this is a scene object or a prefab instance and not a prefab definition.
{
Assert.NotNull(
GameObject.FindGameObjectWithTag(NavigationSystem.NavigationSytemTag)?.GetComponent<NavigationSystem>(),

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