A* Pathfinding Project  3.6
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TileHandlerHelper Class Reference

Helper for navmesh cut objects. More...

Detailed Description

Helper for navmesh cut objects.

Adding an instance of this component into the scene makes sure that NavmeshCut components update the recast graph correctly when they move around.

A* Pro Feature:
This is an A* Pathfinding Project Pro feature only. This function/class/variable might not exist in the Free version of the A* Pathfinding Project or the functionality might be limited
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Public Member Functions

void DiscardPending ()
 
void ForceUpdate ()
 Checks all NavmeshCut instances and updates graphs if needed.
 
void UseSpecifiedHandler (TileHandler handler)
 Use the specified handler, will create one at start if not called.
 

Public Attributes

float updateInterval = 0
 How often to check if an update needs to be done (real seconds between checks).
 

Private Member Functions

void HandleOnDestroyCallback (NavmeshCut obj)
 Called when a NavmeshCut is destroyed.
 
void OnDisable ()
 
void OnEnable ()
 
void Start ()
 
void Update ()
 Update is called once per frame.
 

Private Attributes

List< Bounds > forcedReloadBounds = new List<Bounds>()
 
TileHandler handler
 
float lastUpdateTime = -999
 

Member Function Documentation

void DiscardPending ( )
void ForceUpdate ( )

Checks all NavmeshCut instances and updates graphs if needed.

void HandleOnDestroyCallback ( NavmeshCut  obj)
private

Called when a NavmeshCut is destroyed.

void OnDisable ( )
private
void OnEnable ( )
private
void Start ( )
private
void Update ( )
private

Update is called once per frame.

void UseSpecifiedHandler ( TileHandler  handler)

Use the specified handler, will create one at start if not called.

Member Data Documentation

List<Bounds> forcedReloadBounds = new List<Bounds>()
private
TileHandler handler
private
float lastUpdateTime = -999
private
float updateInterval = 0

How often to check if an update needs to be done (real seconds between checks).

For very large worlds with lots of NavmeshCut objects, it might be a performance penalty to do this check every frame. If you think this is a performance penalty, increase this number to check less often.

For almost all games, this can be kept at 0.

If negative, no updates will be done. They must be manually triggered using ForceUpdate


The documentation for this class was generated from the following file: