A* Pathfinding Project
3.7
The A* Pathfinding Project for Unity 3D
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Helper for navmesh cut objects. More...
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.
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 |
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 |
void DiscardPending | ( | ) |
void ForceUpdate | ( | ) |
Checks all NavmeshCut instances and updates graphs if needed.
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Called when a NavmeshCut is destroyed.
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Update is called once per frame.
void UseSpecifiedHandler | ( | TileHandler | handler | ) |
Use the specified handler, will create one at start if not called.
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float updateInterval |
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