Nextrek
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/*
*
* Adventure Creator
* by Chris Burton, 2013-2014
*
* "NavigationMesh.cs"
*
* This script is used by the MeshCollider
* navigation method to define the pathfinding area.
*
*/
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using AC;
public class NavigationMesh : MonoBehaviour
{
private int originalLayer;
private void Awake ()
{
Hide ();
}
public void TurnOn ()
{
SceneSettings sceneSettings = GameObject.FindWithTag (Tags.gameEngine).GetComponent <SceneSettings>();
if (sceneSettings && sceneSettings.navigationMethod == AC_NavigationMethod.meshCollider)
{
if (LayerMask.NameToLayer (AdvGame.GetReferences ().settingsManager.navMeshLayer) == -1)
{
Debug.LogWarning ("Can't find layer " + AdvGame.GetReferences ().settingsManager.navMeshLayer + " - please define it in the Tags Manager and list it in the Settings Manager.");
}
else if (AdvGame.GetReferences ().settingsManager.navMeshLayer != "")
{
gameObject.layer = LayerMask.NameToLayer (AdvGame.GetReferences ().settingsManager.navMeshLayer);
}
if (GetComponent <Collider>() == null)
{
Debug.LogWarning ("A Collider component must be attached to " + this.name + " for pathfinding to work - please attach one.");
}
}
else if (sceneSettings)
{
Debug.LogWarning ("Cannot enable NavMesh " + this.name + " as this scene's Navigation Method is Unity Navigation.");
}
else
{
Debug.LogWarning ("Cannot enable NavMesh - no SceneSettings found.");
}
}
public void TurnOff ()
{
gameObject.layer = LayerMask.NameToLayer (AdvGame.GetReferences ().settingsManager.deactivatedLayer);
}
public void Hide ()
{
if (this.GetComponent <MeshRenderer>())
{
this.GetComponent <MeshRenderer>().enabled = false;
}
}
public void Show ()
{
if (this.GetComponent <MeshRenderer>() && this.GetComponent <MeshFilter>() && this.GetComponent <MeshCollider>() && this.GetComponent <MeshCollider>().sharedMesh)
{
this.GetComponent <MeshFilter>().mesh = this.GetComponent <MeshCollider>().sharedMesh;
this.GetComponent <MeshRenderer>().enabled = true;
this.GetComponent <MeshRenderer>().castShadows = false;
this.GetComponent <MeshRenderer>().receiveShadows = false;
}
}
}
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Revision |
Author |
Commited |
Message |
83
|
FMMortaroli
|
Tue 13 May, 2014 11:32:51 +0000 |
|