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NavMeshSourceTag.cs
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NavMeshSourceTag.cs
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using UnityEngine;
using UnityEngine.AI;
using System.Collections.Generic;
// Tagging component for use with the LocalNavMeshBuilder
// Supports mesh-filter and terrain - can be extended to physics and/or primitives
[DefaultExecutionOrder(-200)]
public class NavMeshSourceTag : MonoBehaviour {
// Global containers for all active mesh/terrain tags
public static List<MeshFilter> m_Meshes = new List<MeshFilter> ();
public static List<Terrain> m_Terrains = new List<Terrain> ();
void OnEnable () {
var m = GetComponent<MeshFilter> ();
if (m != null) {
m_Meshes.Add (m);
}
var t = GetComponent<Terrain> ();
if (t != null) {
m_Terrains.Add (t);
}
}
void OnDisable () {
var m = GetComponent<MeshFilter> ();
if (m != null) {
m_Meshes.Remove (m);
}
var t = GetComponent<Terrain> ();
if (t != null) {
m_Terrains.Remove (t);
}
}
// Collect all the navmesh build sources for enabled objects tagged by this component
public static void Collect (ref List<NavMeshBuildSource> sources) {
sources.Clear ();
for (var i = 0; i < m_Meshes.Count; ++i) {
var mf = m_Meshes[i];
if (mf == null) continue;
var m = mf.sharedMesh;
if (m == null) continue;
var s = new NavMeshBuildSource ();
s.shape = NavMeshBuildSourceShape.Mesh;
s.sourceObject = m;
s.transform = mf.transform.localToWorldMatrix;
s.area = 0;
sources.Add (s);
}
for (var i = 0; i < m_Terrains.Count; ++i) {
var t = m_Terrains[i];
if (t == null) continue;
var s = new NavMeshBuildSource ();
s.shape = NavMeshBuildSourceShape.Terrain;
s.sourceObject = t.terrainData;
// Terrain system only supports translation - so we pass translation only to back-end
s.transform = Matrix4x4.TRS (t.transform.position, Quaternion.identity, Vector3.one);
s.area = 0;
sources.Add (s);
}
}
}