using UnityEngine;
using System.Collections.Generic;
using Pathfinding.Util;
using Pathfinding.Serialization;
#if UNITY_5_5_OR_NEWER
using UnityEngine.Profiling;
#endif
namespace Pathfinding {
///
/// Helper for navmesh cut objects.
/// Responsible for keeping track of which navmesh cuts have moved and coordinating graph updates to account for those changes.
///
/// See: navmeshcutting (view in online documentation for working links)
/// See:
/// See:
///
[System.Serializable]
public class NavmeshUpdates {
///
/// How often to check if an update needs to be done (real seconds between checks).
/// For worlds with a very large number of NavmeshCut objects, it might be bad for performance to do this check every frame.
/// If you think this is a performance penalty, increase this number to check less often.
///
/// For almost all games, this can be kept at 0.
///
/// If negative, no updates will be done. They must be manually triggered using .
///
///
/// // Check every frame (the default)
/// AstarPath.active.navmeshUpdates.updateInterval = 0;
///
/// // Check every 0.1 seconds
/// AstarPath.active.navmeshUpdates.updateInterval = 0.1f;
///
/// // Never check for changes
/// AstarPath.active.navmeshUpdates.updateInterval = -1;
/// // You will have to schedule updates manually using
/// AstarPath.active.navmeshUpdates.ForceUpdate();
///
///
/// You can also find this in the AstarPath inspector under Settings.
/// [Open online documentation to see images]
///
public float updateInterval;
internal class NavmeshUpdateSettings {
public NavmeshUpdateSettings(NavmeshBase graph) {}
public void OnRecalculatedTiles (NavmeshTile[] tiles) {}
}
internal void Update () {}
internal void OnEnable () {}
internal void OnDisable () {}
}
}