2024-11-19 11:48:21 +01:00

55 lines
1.7 KiB
C#

using UnityEngine;
namespace RoadArchitect
{
public static class Navigation
{
/// <summary> Resets navigation and then links each node with previous and next node </summary>
public static void UpdateConnectedNodes()
{
InitResetNavigationData();
Object[] allSplines = GameObject.FindObjectsOfType<SplineC>();
//Store connected spline nodes on each other:
SplineN node;
foreach (SplineC spline in allSplines)
{
int nodeCount = spline.nodes.Count;
for (int i = 0; i < nodeCount; i++)
{
node = spline.nodes[i];
//Add next node if not last node:
if ((i + 1) < nodeCount)
{
node.connectedID.Add(spline.nodes[i + 1].id);
node.connectedNode.Add(spline.nodes[i + 1]);
}
//Add prev node if not first node:
if (i > 0)
{
node.connectedID.Add(spline.nodes[i - 1].id);
node.connectedNode.Add(spline.nodes[i - 1]);
}
}
}
}
/// <summary> Resets navigation data of all splines and their nodes </summary>
public static void InitResetNavigationData()
{
Object[] allSplines = GameObject.FindObjectsOfType<SplineC>();
foreach (SplineC spline in allSplines)
{
foreach (SplineN node in spline.nodes)
{
node.ResetNavigationData();
}
spline.ResetNavigationData();
}
}
}
}