Inheritance: UnityEngine.MonoBehaviour
Exemple #1
0
		public static List<NavmeshAdd> GetAllInRange(Bounds b)
		{
			List<NavmeshAdd> list = ListPool<NavmeshAdd>.Claim();
			for (int i = 0; i < NavmeshAdd.allCuts.Count; i++)
			{
				if (NavmeshAdd.allCuts[i].enabled && NavmeshAdd.Intersects(b, NavmeshAdd.allCuts[i].GetBounds()))
				{
					list.Add(NavmeshAdd.allCuts[i]);
				}
			}
			return list;
		}
Exemple #2
0
        public static List <NavmeshAdd> GetAllInRange(Bounds b)
        {
            List <NavmeshAdd> list = ListPool <NavmeshAdd> .Claim();

            for (int i = 0; i < NavmeshAdd.allCuts.get_Count(); i++)
            {
                if (NavmeshAdd.allCuts.get_Item(i).enabled&& NavmeshAdd.Intersects(b, NavmeshAdd.allCuts.get_Item(i).GetBounds()))
                {
                    list.Add(NavmeshAdd.allCuts.get_Item(i));
                }
            }
            return(list);
        }
Exemple #3
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 public void OnDestroy()
 {
     NavmeshAdd.Remove(this);
 }
Exemple #4
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 public void Awake()
 {
     NavmeshAdd.Add(this);
 }
Exemple #5
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 private static void Remove(NavmeshAdd obj)
 {
     NavmeshAdd.allCuts.Remove(obj);
 }
Exemple #6
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 private static void Add(NavmeshAdd obj)
 {
     NavmeshAdd.allCuts.Add(obj);
 }
		private static void Remove (NavmeshAdd obj) {
			allCuts.Remove (obj);
		}
		private static void Add (NavmeshAdd obj) {
			allCuts.Add (obj);
		}