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]); } } }