2021년 4학년 1학기 기업연계프로젝트2 컴퓨터소프트웨어공학과 <원광투어팀> 팀장 : 송유진 팀원 : 김나영, 이경희, 한유진
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using UnityEngine;
using Unity.InteractiveTutorials;
using UnityEditor;
using UnityEngine.AI;
namespace Unity.Tutorials
{
/// <summary>
/// Implement your Tutorial callbacks here.
/// </summary>
public class TutorialCallbacks : ScriptableObject
{
public FutureObjectReference futureRoomInstance = default;
public FutureObjectReference futureBotInstance = default;
NavMeshSurface navMeshSurface = default;
public bool NavMeshIsBuilt()
{
return navMeshSurface.navMeshData != null;
}
public void ClearAllNavMeshes()
{
if (!navMeshSurface)
{
navMeshSurface = GameObject.FindObjectOfType<NavMeshSurface>();
}
UnityEditor.AI.NavMeshBuilder.ClearAllNavMeshes();
navMeshSurface.navMeshData = null;
}
/// <summary>
/// Keeps the Room selected during a tutorial.
/// </summary>
public void KeepRoomSelected()
{
SelectSpawnedGameObject(futureRoomInstance);
}
/// <summary>
/// Keeps the Room selected during a tutorial.
/// </summary>
public void KeepBotSelected()
{
SelectSpawnedGameObject(futureBotInstance);
}
/// <summary>
/// Selects a GameObject in the scene, marking it as the active object for selection
/// </summary>
/// <param name="futureObjectReference"></param>
public void SelectSpawnedGameObject(FutureObjectReference futureObjectReference)
{
if (futureObjectReference.sceneObjectReference == null) { return; }
Selection.activeObject = futureObjectReference.sceneObjectReference.ReferencedObjectAsGameObject;
}
public void SelectMoveTool()
{
Tools.current = Tool.Move;
}
public void SelectRotateTool()
{
Tools.current = Tool.Rotate;
}
}
}