public void SerializeSettings(AstarSerializer serializer) { ; serializer.AddUnityReferenceValue("root", root); serializer.AddValue("maxDistance", maxDistance); serializer.AddValue("limits", limits); serializer.AddValue("mask", mask.value); serializer.AddValue("thickRaycast", thickRaycast); serializer.AddValue("thickRaycastRadius", thickRaycastRadius); serializer.AddValue("searchTag", searchTag); serializer.AddValue("recursive", recursive); }
public void SerializeSettings(AstarSerializer serializer) { System.IO.BinaryWriter stream = serializer.writerStream; serializer.AddValue("offset", offset); serializer.AddValue("rotation", rotation); serializer.AddValue("scale", scale); if (sourceMesh != null) { Vector3[] verts = sourceMesh.vertices; int[] tris = sourceMesh.triangles; stream.Write(verts.Length); stream.Write(tris.Length); for (int i = 0; i < verts.Length; i++) { stream.Write(verts[i].x); stream.Write(verts[i].y); stream.Write(verts[i].z); } for (int i = 0; i < tris.Length; i++) { stream.Write(tris[i]); } } else { stream.Write(0); stream.Write(0); } serializer.AddUnityReferenceValue("sourceMesh", sourceMesh); }
public void SerializeSettings (AstarSerializer serializer) {; serializer.AddUnityReferenceValue ("root",root); serializer.AddValue ("maxDistance",maxDistance); serializer.AddValue ("limits",limits); serializer.AddValue ("mask",mask.value); serializer.AddValue ("thickRaycast",thickRaycast); serializer.AddValue ("thickRaycastRadius",thickRaycastRadius); serializer.AddValue ("searchTag",searchTag); serializer.AddValue ("recursive",recursive); serializer.AddValue ("raycast",raycast); }
public void SerializeSettings(AstarSerializer serializer) { serializer.AddUnityReferenceValue ("source",source); serializer.AddValue ("enabled",enabled); for (int i=0;i<factors.Length;i++) { serializer.AddValue ("factor"+i,factors[i]); } for (int i=0;i<channels.Length;i++) { serializer.AddValue ("channel"+i,(int)channels[i]); } }
public void SerializeSettings (AstarSerializer serializer) { System.IO.BinaryWriter stream = serializer.writerStream; serializer.AddValue ("offset",offset); serializer.AddValue ("rotation",rotation); serializer.AddValue ("scale",scale); if (sourceMesh != null) { Vector3[] verts = sourceMesh.vertices; int[] tris = sourceMesh.triangles; stream.Write (verts.Length); stream.Write (tris.Length); for (int i=0;i<verts.Length;i++) { stream.Write (verts[i].x); stream.Write (verts[i].y); stream.Write (verts[i].z); } for (int i=0;i<tris.Length;i++) { stream.Write (tris[i]); } } else { stream.Write (0); stream.Write (0); } serializer.AddUnityReferenceValue ("sourceMesh",sourceMesh); }