コード例 #1
0
        /** Deserializes graphs from the specified byte array additively.
         * An error will be logged if deserialization fails.
         * This function will add loaded graphs to the current ones.
         */
        public static void DeserializeGraphsAdditive(NavGraph[] graphs, byte[] bytes)
        {
            try {
                if (bytes != null)
                {
                    var sr = new AstarSerializer();

                    if (sr.OpenDeserialize(bytes))
                    {
                        DeserializeGraphsPartAdditive(graphs, sr);
                        sr.CloseDeserialize();
                    }
                    else
                    {
                        throw new Exception("Invalid data file (cannot read zip).\nThe data is either corrupt or it was saved using a 3.0.x or earlier version of the system");
                    }
                }
                else
                {
                    throw new System.ArgumentNullException("bytes");
                }
                //AstarPath.active.VerifyIntegrity();
            } catch (System.Exception e) {
#if !SERVER
                UnityEngine.Debug.LogError("Caught exception while deserializing data.\n" + e);
#endif
                throw;
            }
        }
コード例 #2
0
        /** Helper function for deserializing graphs */
        public static void DeserializeGraphsPartAdditive(NavGraph[] graphs, AstarSerializer sr)
        {
            if (graphs == null)
            {
                graphs = new NavGraph[0];
            }

            var gr = new List <NavGraph>(graphs);

            // Set an offset so that the deserializer will load
            // the graphs with the correct graph indexes
            sr.SetGraphIndexOffset(gr.Count);

            gr.AddRange(sr.DeserializeGraphs());
            graphs = gr.ToArray();

            sr.DeserializeEditorSettingsCompatibility();
            sr.DeserializeExtraInfo();

            //Assign correct graph indices.
            for (int i = 0; i < graphs.Length; i++)
            {
                if (graphs[i] == null)
                {
                    continue;
                }
                graphs[i].GetNodes(node => node.GraphIndex = (uint)i);
            }

            for (int i = 0; i < graphs.Length; i++)
            {
                for (int j = i + 1; j < graphs.Length; j++)
                {
                    if (graphs[i] != null && graphs[j] != null && graphs[i].guid == graphs[j].guid)
                    {
#if !SERVER
                        UnityEngine.Debug.LogWarning("Guid Conflict when importing graphs additively. Imported graph will get a new Guid.\nThis message is (relatively) harmless.");
#endif
                        graphs[i].guid = Guid.NewGuid();
                        break;
                    }
                }
            }
        }