BuildNavMesh() private method

private BuildNavMesh ( ) : void
return void
Beispiel #1
0
        public static void BuildNavMeshForMultipleScenes(string[] paths)
        {
            if (paths.Length == 0)
            {
                return;
            }

            for (int i = 0; i < paths.Length; i++)
            {
                for (int j = i + 1; j < paths.Length; j++)
                {
                    if (paths[i] == paths[j])
                    {
                        throw new System.Exception("No duplicate scene names are allowed");
                    }
                }
            }

            if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
            {
                return;
            }

            if (!EditorSceneManager.OpenScene(paths[0]).IsValid())
            {
                throw new System.Exception("Could not open scene: " + paths[0]);
            }
            for (int i = 1; i < paths.Length; ++i)
            {
                EditorSceneManager.OpenScene(paths[i], OpenSceneMode.Additive);
            }

            NavMeshBuilder.BuildNavMesh();
            Object asset = NavMeshBuilder.sceneNavMeshData;

            for (int i = 0; i < paths.Length; ++i)
            {
                if (EditorSceneManager.OpenScene(paths[i]).IsValid())
                {
                    NavMeshBuilder.sceneNavMeshData = asset;
                    EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
                }
            }
        }
Beispiel #2
0
 public static void BuildNavMeshForMultipleScenes(string[] paths)
 {
     if (paths.Length != 0)
     {
         for (int i = 0; i < paths.Length; i++)
         {
             for (int j = i + 1; j < paths.Length; j++)
             {
                 if (paths[i] == paths[j])
                 {
                     throw new Exception("No duplicate scene names are allowed");
                 }
             }
         }
         if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
         {
             if (!EditorSceneManager.OpenScene(paths[0]).IsValid())
             {
                 throw new Exception("Could not open scene: " + paths[0]);
             }
             for (int k = 1; k < paths.Length; k++)
             {
                 EditorSceneManager.OpenScene(paths[k], OpenSceneMode.Additive);
             }
             NavMeshBuilder.BuildNavMesh();
             UnityEngine.Object sceneNavMeshData = NavMeshBuilder.sceneNavMeshData;
             for (int l = 0; l < paths.Length; l++)
             {
                 if (EditorSceneManager.OpenScene(paths[l]).IsValid())
                 {
                     NavMeshBuilder.sceneNavMeshData = sceneNavMeshData;
                     EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
                 }
             }
         }
     }
 }