public NavmeshLayerDeserializer(SerializedNavmesh serializedData, AgentProperties properties) { _properties = properties; _serializedData = serializedData; cellPool = new Cell[serializedData.cellCount]; if (properties.battleGrid && serializedData.bgPointsCount != 0) { bgPool = new BattleGridPoint[serializedData.bgPointsCount]; } }
public NavmeshLayerDeserializer(SerializedNavmesh serializedData, AgentProperties properties, GameObject[] gameObjectLibrary) { _properties = properties; _serializedData = serializedData; cellPool = new Cell[serializedData.cellCount]; if (properties.battleGrid && serializedData.bgPointsCount != 0) { bgPool = new BattleGridPoint[serializedData.bgPointsCount]; } this.gameObjectLibrary = gameObjectLibrary; }
public SerializedNavmesh Serialize() { SerializedNavmesh serializedNM = new SerializedNavmesh(); serializedNM.serializedGraphs = new List <SerializedGraph>(); foreach (var graph in targetGraphs) { GraphSerializer serializer = new GraphSerializer(this, graph); serializedNM.serializedGraphs.Add(serializer.Serialize()); } serializedNM.cellCount = cells.Count; serializedNM.bgPointsCount = bgIDs.Count; Debug.LogFormat("saved {0} graphs", serializedNM.serializedGraphs.Count); return(serializedNM); }