Set Nav Mesh Obstacle Radius#
Navigation / Nav Mesh Obstacle / Set Nav Mesh Obstacle Radius
Description#
Sets the Radius property of Nav Mesh Obstacle component
Parameters#
| Name | Description |
|---|---|
| Nav Mesh Obstacle | |
| Value |
Code#
// <auto-generated>
// This script was automatically generated using the Visual Script Transpiler.
// Do not modify. Changes to this file will be lost when updating the package.
// </auto-generated>
using System;
using UnityEngine;
using VisualScript.Icons;
using UnityEngine.AI;
namespace VisualScript.Runtime
{
[Title("Set Nav Mesh Obstacle Radius")]
[Category("Navigation/Nav Mesh Obstacle/Radius")]
[Description("Sets the Radius property of Nav Mesh Obstacle component")]
[Image(typeof(IconNavmeshObstacle), ColorTheme.Type.Red)]
[Keywords("Navigation, NavMesh, AI, Carve, Block")]
[Parameter("Nav Mesh Obstacle")]
[Parameter("Value")]
[Serializable]
public class GenInstructionNumber_NavMeshObstacle_SetRadius : Instruction
{
[SerializeField] private GetGameObject m_NavMeshObstacle = new GetGameObject(
new GenTypeGameObject_NavMeshObstacle()
);
[SerializeField] private GetNumber m_Value = new GetNumber();
[SerializeField] private TweenTransition m_Transition = new TweenTransition();
[NonSerialized] private bool m_IsComplete;
protected override string GetTitle(GameObject source)
{
string member = TextUtils.ThemeAsKeyword("Radius");
return $"{this.m_NavMeshObstacle} {member} = {this.m_Value}{this.m_Transition}";
}
[NonSerialized] private Action<Component, float> m_CallOnUpdate;
[NonSerialized] private Action m_CallOnFinish;
[NonSerialized] private Func<bool> m_CallIsComplete;
protected override async Awaitable Run(Args args)
{
NavMeshObstacle component = this.m_NavMeshObstacle.Get<NavMeshObstacle>(args);
if (component == null) return;
bool wait = this.m_Transition.Await;
this.m_IsComplete = false;
this.m_CallOnUpdate ??= this.OnUpdate;
this.m_CallOnFinish ??= this.OnFinish;
this.m_CallIsComplete ??= this.IsComplete;
TweenManager.Run(new TweenInstanceInput<float>(
component,
"radius",
component.radius,
(float) this.m_Value.Get(args),
this.m_CallOnUpdate,
wait ? this.m_CallOnFinish : null,
this.m_Transition.GetDuration(args),
this.m_Transition.EaseMode,
this.m_Transition.TimeMode
));
if (wait) await this.Until(this.m_CallIsComplete);
}
private void OnUpdate(Component component, float value)
{
if (component is not NavMeshObstacle componentNavMeshObstacle) return;
componentNavMeshObstacle.radius = value;
}
private void OnFinish() => this.m_IsComplete = true;
private bool IsComplete() => this.m_IsComplete;
}
}