public void NavMeshCanBeRemovedAndAdded()
    {
        surface.BuildNavMesh();
        Assert.IsTrue(HasNavMeshAtOrigin());

        surface.RemoveData();
        Assert.IsFalse(HasNavMeshAtOrigin());

        surface.AddData();
        Assert.IsTrue(HasNavMeshAtOrigin());
    }
Esempio n. 2
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    // called by startcoroutine whenever you want to build the navmesh
    IEnumerator BuildNavmesh(NavMeshSurface surface)
    {
        // wait until everything has rendered
        yield return(new WaitForEndOfFrame());

        // get the data for the surface
        var data = InitializeBakeData(surface);

        // start building the navmesh
        var async = surface.UpdateNavMesh(data);

        // wait until the navmesh has finished baking
        yield return(async);

        Debug.Log("Finished updating NavMeshSurface.");

        // you need to save the baked data back into the surface
        surface.navMeshData = data;

        // save the nav mesh data
        SaveNavMeshData(data);

        // call AddData() to finalize it
        surface.AddData();
    }
    public const int MAX_WALL = 7; //can change this to create a geant map


    // Start is called before the first frame update
    void Start()
    {
        float begin = Time.realtimeSinceStartup;

        this.seed = Mathf.FloorToInt(Random.value * int.MaxValue);
        Random.InitState(seed);

        MapGeneration();
        surface.BuildNavMesh();

        surface.AddData(); //Add the surface to the singleton Nav Mesh


        NavMeshTriangulation navMeshTriangulation = NavMesh.CalculateTriangulation();

        DebugDisplayTriangle(navMeshTriangulation);


        MapGraph mapGraph = GenerateGraph(navMeshTriangulation);

        mapGraph.DeugDrawGrahp();

        Debug.Log("Generation took " + (Time.realtimeSinceStartup - begin) + " seconds");
        GenerateLights(mapGraph);

        TemporaryPlayerGeneration(mapGraph);

        surface.RemoveData(); //Remove the surface to the singleton NavMesh

        surface_enemy.BuildNavMesh();
        GenerateEnemies(5, mapGraph);


        gameObject.BroadcastMessage("StartTheGame");
    }
Esempio n. 4
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    protected override void OnUpdate()
    {
        var commandBuffer = new EntityCommandBuffer(Allocator.TempJob);
        var chunks        = hybridQuery.CreateArchetypeChunkArray(Allocator.TempJob);

        var entityType       = GetArchetypeChunkEntityType();
        var translationType  = GetArchetypeChunkComponentType <Translation>(true);
        var matrixType       = GetArchetypeChunkComponentType <CellSystem.MatrixComponent>(true);
        var localToWorldType = GetArchetypeChunkComponentType <LocalToWorld>(true);
        var meshType         = GetArchetypeChunkSharedComponentType <RenderMesh>();

        for (int c = 0; c < chunks.Length; c++)
        {
            var chunk = chunks[c];

            var entities               = chunk.GetNativeArray(entityType);
            var translations           = chunk.GetNativeArray(translationType);
            var matrixComponents       = chunk.GetNativeArray(matrixType);
            var localToWorldComponents = chunk.GetNativeArray(localToWorldType);

            for (int e = 0; e < entities.Length; e++)
            {
                Entity entity   = entities[e];
                float3 position = translations[e].Value;
                CellSystem.MatrixComponent matrix = matrixComponents[e];
                float4x4 localToWorld             = localToWorldComponents[e].Value;
                Mesh     mesh = chunk.GetSharedComponentData <RenderMesh>(meshType, entityManager).mesh;

                GameObject sectorGameObject = GameObject.Instantiate(sectorPrefab, position, Quaternion.identity);
                sectorGameObject.GetComponent <MeshCollider>().sharedMesh = mesh;
                NavMeshSurface navMeshComponent = sectorGameObject.GetComponent <NavMeshSurface>();

                NavMeshBuildSettings      settings = NavMesh.GetSettingsByID(0);
                List <NavMeshBuildSource> sources  = CreateNavMeshSource(matrix.width, navMeshComponent, mesh, localToWorld);
                Bounds      bounds = CalculateWorldBounds(sources, position);
                NavMeshData data   = NavMeshBuilder.BuildNavMeshData(settings, sources, bounds, position, Quaternion.identity);

                if (data != null)
                {
                    data.name = sectorGameObject.name;
                    navMeshComponent.RemoveData();
                    navMeshComponent.navMeshData = data;
                    if (navMeshComponent.isActiveAndEnabled)
                    {
                        navMeshComponent.AddData();
                    }
                }

                commandBuffer.AddComponent <Tags.HybridGameObjectCreated>(entity, new Tags.HybridGameObjectCreated());
                commandBuffer.AddSharedComponent <GameObjectComponent>(entity, new GameObjectComponent {
                    gameObject = sectorGameObject
                });
            }
        }

        commandBuffer.Playback(entityManager);
        commandBuffer.Dispose();

        chunks.Dispose();
    }
        IEnumerator AsyncBake()
        {
            if (surface == null)
            {
                yield break;
            }

            data      = InitializeBakeData(surface);
            operation = surface.UpdateNavMesh(data);

            if (operation == null)
            {
                yield break;
            }

            while (!operation.isDone)
            {
                yield return(null);
            }

            surface.RemoveData();
            surface.navMeshData = data;
            if (surface.isActiveAndEnabled)
            {
                surface.AddData();
            }

            operation = null;
        }
Esempio n. 6
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    IEnumerator CreateTile(int polygonId, Mesh mesh, Vector3 center, Vector3 orientation, Color color, float height, SphereMap map)
    {
        yield return(new WaitForSecondsRealtime(0.0f));

        GameObject   meshGo = new GameObject();
        MeshFilter   mf2    = meshGo.AddComponent <MeshFilter>();
        MeshRenderer mr2    = meshGo.AddComponent <MeshRenderer>();

        mr2.sharedMaterial       = new Material(this.GetComponent <MeshRenderer>().sharedMaterial);// new Material(Shader.Find("Diffuse"));
        mr2.sharedMaterial.color = color;
        // mr2.material = material;

        GameObject cellGo = new GameObject();

        cellGo.transform.parent     = this.transform;
        cellGo.transform.localScale = Vector3.one;
        //cellGo.transform.localRotation = Quaternion.identity;
        cellGo.transform.LookAt(center + orientation);
        cellGo.transform.Rotate(90, 0, 0);
        meshGo.transform.parent = cellGo.transform;
        //go2.transform.localPosition = Vector3.zero;
        //meshGo.transform.localRotation = Quaternion.identity;
        meshGo.transform.localScale    = Vector3.one;
        meshGo.transform.localPosition = Vector3.zero;

        meshGo.hideFlags = HideFlags.HideInHierarchy;

        /*
         * MeshCollider collider = meshGo.AddComponent<MeshCollider>();
         * collider.sharedMesh = mesh;
         * collider.convex = true;
         * collider.inflateMesh = true;
         */
        cellGo.transform.localPosition = center;


        mesh.RecalculateNormals();
        mesh.RecalculateBounds();
        mf2.sharedMesh = mesh;

        bool walkable = height > 0.1f;

        SphereMapCell cell = cellGo.AddComponent <SphereMapCell>();

        cell.PositionSpherical = FromCartesian(center);
        cellGo.name            = "[" + (int)(cell.PositionSpherical.x * Mathf.Rad2Deg + 360) % 360 + "," + (int)(cell.PositionSpherical.y * Mathf.Rad2Deg + 360) % 360 + "]";
        cell.index             = polygonId;
        cell.sphere            = map;
        map.cells[polygonId]   = cell;

        cell.walkable = walkable;

        NavMeshSurface navSurface = cellGo.AddComponent <NavMeshSurface>();

        navSurface.collectObjects = CollectObjects.Children;
        navSurface.defaultArea    = walkable ? 0 : 1;
        navSurface.AddData();
        navSurface.BuildNavMesh();
    }
Esempio n. 7
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 private void Awake()
 {
     GetComponent <MeshFilter>().mesh = meshz = new Mesh();
     if (useCollider)
     {
         meshCollider = gameObject.AddComponent <MeshCollider>();
     }
     if (useNavSurface)
     {
         navSurface = gameObject.AddComponent <NavMeshSurface>();
         navSurface.AddData();
     }
     meshz.name = "meshz";
 }
    public static AsyncOperation BuildNavMeshAsync(this NavMeshSurface surface)
    {
        surface.RemoveData();
        surface.navMeshData = new NavMeshData(surface.agentTypeID)
        {
            name     = surface.gameObject.name,
            position = surface.transform.position,
            rotation = surface.transform.rotation
        };

        if (surface.isActiveAndEnabled)
        {
            surface.AddData();
        }

        return(surface.UpdateNavMesh(surface.navMeshData));
    }
        private void Update()
        {
            if (operation == null)
            {
                return;
            }

            if (operation.isDone)
            {
                surface.RemoveData();
                surface.navMeshData = data;
                if (surface.isActiveAndEnabled)
                {
                    surface.AddData();
                }
                SceneView.RepaintAll();
                operation = null;
            }
        }
Esempio n. 10
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    // called by startcoroutine whenever you want to build the navmesh
    IEnumerator BuildNavmesh(NavMeshSurface surface)
    {
        Debug.Log("building navmesh");

        foreach (NPC_Navigation npc in NPCs)
        {
            npc.gameObject.SetActive(false);
        }


        // get the data for the surface
        var data = InitializeBakeData(surface);

        surface.RemoveData();
        surface.navMeshData = null;

        Application.backgroundLoadingPriority = ThreadPriority.Low;

        // start building the navmesh
        asyncop = surface.UpdateNavMesh(data);

        // wait until the navmesh has finished baking
        yield return(asyncop);

        //Debug.Log("finished");

        // you need to save the baked data back into the surface
        surface.navMeshData = data;

        // call AddData() to finalize it
        surface.AddData();

        foreach (NPC_Navigation npc in NPCs)
        {
            npc.gameObject.SetActive(true);
            npc.AdjustPosition();
            if (Application.isPlaying)
            {
                npc.SetNewRandomTarget();
            }
        }
    }
Esempio n. 11
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        public IEnumerator BuildNavMesh()
        {
            Debug.Log("[Level] Building nav mesh...");

            // https://github.com/Unity-Technologies/NavMeshComponents/issues/97
            _navMeshSurface.RemoveData();
            _navMeshSurface.navMeshData = new NavMeshData(_navMeshSurface.agentTypeID)
            {
                name     = _navMeshSurface.gameObject.name,
                position = _navMeshSurface.transform.position,
                rotation = _navMeshSurface.transform.rotation
            };
            _navMeshSurface.AddData();

            AsyncOperation asyncOp = _navMeshSurface.UpdateNavMesh(_navMeshSurface.navMeshData);

            while (!asyncOp.isDone)
            {
                yield return(null);
            }
        }
Esempio n. 12
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    void buildTheMesh()
    {
        //sets the nav mesh settings of WRLD object/children
        SetNavMeshSettings();
        //Loads the nav mesh data
        NavMeshData meshdata = (NavMeshData)AssetDatabase.LoadAssetAtPath(navMeshPath, typeof(NavMeshData));

        //if the nav mesh data doesn't exist
        if (meshdata == null)
        {
            Debug.Log("Currently updating NavMeshSurface.");
            //creates a new nav mesh surface
            StartCoroutine(BuildNavmesh(crowdSurface));
        }
        //if the nav mesh data exists
        else
        {
            //add the nav mesh data to the nav mesh
            crowdSurface.navMeshData = meshdata;
            crowdSurface.AddData();
        }
    }
Esempio n. 13
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        /// <summary>
        /// Builds the NavMesh based on current active chunks that have colliders active.
        /// </summary>
        private IEnumerator BuildNavMeshAsync()
        {
            if (currentNavmeshBuilderId != int.MaxValue)
            {
                currentNavmeshBuilderId++;
            }
            else
            {
                currentNavmeshBuilderId = 0;
            }

            int navMeshBuilderId = currentNavmeshBuilderId;

            IsBuildingNavmesh = true;

            // Get the data for the surface
            NavMeshData data = InitializeBakeData();

            // Start building the navmesh
            AsyncOperation async = navMeshSurface.UpdateNavMesh(data);

            // Wait until the navmesh has finished baking
            yield return(async);

            if (currentNavmeshBuilderId == navMeshBuilderId)
            {
                // Remove current data
                navMeshSurface.RemoveData();

                // Save the new data into the surface
                navMeshSurface.navMeshData = data;

                // Finalize / Apply
                navMeshSurface.AddData();

                IsBuildingNavmesh = false;
            }
        }
Esempio n. 14
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    // called by startcoroutine whenever you want to build the navmesh
    IEnumerator BuildNavmesh(NavMeshSurface surface)
    {
        // get the data for the surface
        var data = InitializeBakeData(surface);

        // start building the navmesh
        ao      = surface.UpdateNavMesh(data);
        loading = true;
        // wait until the navmesh has finished baking
        yield return(ao);

        Debug.Log("finished");

        // you need to save the baked data back into the surface
        surface.navMeshData = data;

        // call AddData() to finalize it
        surface.AddData();
        loading      = false;
        i.fillAmount = 0;
        text.SetActive(false);
        OnNavBake.Invoke();
    }