2021년 4학년 1학기 기업연계프로젝트2
컴퓨터소프트웨어공학과 <원광투어팀>
팀장 : 송유진
팀원 : 김나영, 이경희, 한유진
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using System.Collections.Generic;
namespace UnityEngine.AI{ [ExecuteInEditMode] [AddComponentMenu("Navigation/NavMeshModifier", 32)] [HelpURL("https://github.com/Unity-Technologies/NavMeshComponents#documentation-draft")] public class NavMeshModifier : MonoBehaviour { [SerializeField] bool m_OverrideArea; public bool overrideArea { get { return m_OverrideArea; } set { m_OverrideArea = value; } }
[SerializeField] int m_Area; public int area { get { return m_Area; } set { m_Area = value; } }
[SerializeField] bool m_IgnoreFromBuild; public bool ignoreFromBuild { get { return m_IgnoreFromBuild; } set { m_IgnoreFromBuild = value; } }
// List of agent types the modifier is applied for.
// Special values: empty == None, m_AffectedAgents[0] =-1 == All.
[SerializeField] List<int> m_AffectedAgents = new List<int>(new int[] { -1 }); // Default value is All
static readonly List<NavMeshModifier> s_NavMeshModifiers = new List<NavMeshModifier>();
public static List<NavMeshModifier> activeModifiers { get { return s_NavMeshModifiers; } }
void OnEnable() { if (!s_NavMeshModifiers.Contains(this)) s_NavMeshModifiers.Add(this); }
void OnDisable() { s_NavMeshModifiers.Remove(this); }
public bool AffectsAgentType(int agentTypeID) { if (m_AffectedAgents.Count == 0) return false; if (m_AffectedAgents[0] == -1) return true; return m_AffectedAgents.IndexOf(agentTypeID) != -1; } }}
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