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 () {} } }