namespace Pathfinding {
using Pathfinding.Util;
using UnityEngine;
public class NavmeshTile : INavmeshHolder {
/// Tile triangles
public int[] tris;
/// Tile vertices
public Int3[] verts;
/// Tile vertices in graph space
public Int3[] vertsInGraphSpace;
/// Tile X Coordinate
public int x;
/// Tile Z Coordinate
public int z;
///
/// Width, in tile coordinates.
/// Warning: Widths other than 1 are not supported. This is mainly here for possible future features.
///
public int w;
///
/// Depth, in tile coordinates.
/// Warning: Depths other than 1 are not supported. This is mainly here for possible future features.
///
public int d;
/// All nodes in the tile
public TriangleMeshNode[] nodes;
/// Bounding Box Tree for node lookups
public BBTree bbTree;
/// Temporary flag used for batching
public bool flag;
public NavmeshBase graph;
#region INavmeshHolder implementation
public void GetTileCoordinates (int tileIndex, out int x, out int z) {
x = this.x;
z = this.z;
}
public int GetVertexArrayIndex (int index) {
return index & NavmeshBase.VertexIndexMask;
}
/// Get a specific vertex in the tile
public Int3 GetVertex (int index) {
int idx = index & NavmeshBase.VertexIndexMask;
return verts[idx];
}
public Int3 GetVertexInGraphSpace (int index) {
return vertsInGraphSpace[index & NavmeshBase.VertexIndexMask];
}
/// Transforms coordinates from graph space to world space
public GraphTransform transform { get { return graph.transform; } }
#endregion
public void GetNodes (System.Action action) {
if (nodes == null) return;
for (int i = 0; i < nodes.Length; i++) action(nodes[i]);
}
}
}