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- //@AstarPro
- using UnityEngine;
- using System.Collections;
- using Pathfinding;
- /** Attach to any GameObject and the object will be clamped to the navmesh.
- * If a GameObject has this component attached, one or more graph linecasts will be carried out every frame to ensure that the object
- * does not leave the navmesh area.\n
- * It can be used with GridGraphs, but Navmesh based ones are prefered.
- *
- * \note This has partly been replaced by using an RVOController along with RVONavmesh.
- * It will not yield exactly the same results though, so this script is still useful in some cases.
- *
- * \astarpro */
- public class NavmeshClamp : MonoBehaviour {
- Node prevNode;
- Vector3 prevPos;
- // Update is called once per frame
- void LateUpdate () {
- if (prevNode == null) {
- NNInfo nninfo = AstarPath.active.GetNearest (transform.position);
- prevNode = nninfo.node;
- prevPos = transform.position;
- }
- if (prevNode == null) {
- return;
- }
- if (prevNode != null) {
- IRaycastableGraph graph = AstarData.GetGraph (prevNode) as IRaycastableGraph;
- if (graph != null) {
- GraphHitInfo hit;
- if (graph.Linecast (prevPos,transform.position,prevNode, out hit)) {
- hit.point.y = transform.position.y;
- Vector3 closest = Mathfx.NearestPoint (hit.tangentOrigin,hit.tangentOrigin+hit.tangent,transform.position);
- Vector3 ohit = hit.point;
- ohit = ohit + Vector3.ClampMagnitude((Vector3)hit.node.position-ohit,0.01f);
- if (graph.Linecast (ohit,closest,hit.node, out hit)) {
- hit.point.y = transform.position.y;
- transform.position = hit.point;
- } else {
- closest.y = transform.position.y;
- transform.position = closest;
- }
- }
- prevNode = hit.node;
- }
- }
- prevPos = transform.position;
- }
- }
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