Inheritance: UnityEngine.MonoBehaviour
Esempio n. 1
0
        void Start()
        {
            if (FindObjectsOfType(typeof(TileHandlerHelper)).Length > 1)
            {
                EB.Debug.LogError("There should only be one TileHandlerHelper per scene. Destroying.");
                Destroy(this);
                return;
            }

#if BNICKSON_UPDATED
            CreateTileHandler();

            instance = this;
#else
            if (handler == null)
            {
                if (AstarPath.active == null || AstarPath.active.astarData.recastGraph == null)
                {
                    EB.Debug.LogWarning("No AstarPath object in the scene or no RecastGraph on that AstarPath object");
                }

                handler = new TileHandler(AstarPath.active.astarData.recastGraph);
                handler.CreateTileTypesFromGraph();
            }
#endif
        }
Esempio n. 2
0
        public void ForceUpdate()
        {
#if BNICKSON_UPDATED
            instance = this;
#endif

            if (handler == null)
            {
                throw new System.Exception("Cannot update graphs. No TileHandler. Do not call this method in Awake.");
            }

            lastUpdateTime = Time.realtimeSinceStartup;

            List <NavmeshCut> cuts = NavmeshCut.GetAll();

            if (forcedReloadBounds.Count == 0)
            {
                int any = 0;

                for (int i = 0; i < cuts.Count; i++)
                {
#if BNICKSON_UPDATED
                    // added PreUpdate call
                    cuts[i].PreUpdate();
#endif

                    if (cuts[i].RequiresUpdate())
                    {
                        any++;
                        break;
                    }
                }

#if BNICKSON_UPDATED
                // added _disabledCuts.Count == 0
                if (any == 0 && _disabledCuts.Count == 0)
                {
                    return;
                }
#else
                // Nothing needs to be done for now
                if (any == 0)
                {
                    return;
                }
#endif
            }

            bool end = handler.StartBatchLoad();

            //Debug.Log ("Updating...");

            for (int i = 0; i < forcedReloadBounds.Count; i++)
            {
                handler.ReloadInBounds(forcedReloadBounds[i]);
            }
            forcedReloadBounds.Clear();

            for (int i = 0; i < cuts.Count; i++)
            {
                if (cuts[i].enabled)
                {
                    if (cuts[i].RequiresUpdate())
                    {
                        handler.ReloadInBounds(cuts[i].LastBounds);
                        handler.ReloadInBounds(cuts[i].GetBounds());
                    }
                }
                else if (cuts[i].RequiresUpdate())
                {
                    handler.ReloadInBounds(cuts[i].LastBounds);
                }
            }

            for (int i = 0; i < cuts.Count; i++)
            {
                if (cuts[i].RequiresUpdate())
                {
                    cuts[i].NotifyUpdated();
                }
            }

#if BNICKSON_UPDATED
            // a cut has been disabled
            for (int i = 0; i < _disabledCuts.Count; i++)
            {
                handler.ReloadInBounds(_disabledCuts[i]);
            }
            _disabledCuts.Clear();
#endif

            if (end)
            {
                handler.EndBatchLoad();
            }
        }