refactor nav coverage into clustered windows
Replace region-based runtime pathing with interest-cluster coverage windows so active nav areas stay contiguous and spawn anchors participate in initial coverage.
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using UnityEngine;
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namespace VoxelWorldScene
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{
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[DisallowMultipleComponent]
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public sealed class VoxelWorldSpawnAnchor : MonoBehaviour
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{
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[SerializeField, Min(0.01f)] private float priority = 2f;
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public float Priority => priority;
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}
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}
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