Files
TheDeclineOfWarriors/Assets/Features/VoxelWorld/Contracts/NavMeshWorldContracts.cs
T
Alexander Borisov 055b87a85c add voxel world runtime navmesh sidecar
Introduce a DI-wired NavMesh sidecar for voxel chunks so world streaming stays actor-driven and world state remains the canonical source for navigation rebuilds.
2026-04-08 11:28:39 +03:00

117 lines
3.3 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
namespace InfiniteWorld.VoxelWorld.Contracts
{
public interface IChunkNavSourceReader
{
float ChunkWorldSize { get; }
void GetLoadedChunkCoords(List<Vector2Int> results);
bool TryGetChunkNavSourceSnapshot(Vector2Int coord, out ChunkNavSourceSnapshot snapshot);
}
public interface IWorldInterestReader
{
int InterestVersion { get; }
void GetInterestPoints(List<WorldInterestPoint> results);
}
public readonly struct ChunkNavSourceSnapshot
{
public ChunkNavSourceSnapshot(Vector2Int coord, int version, ChunkNavBuildSourceDescriptor[] sources)
{
Coord = coord;
Version = version;
Sources = sources;
}
public Vector2Int Coord { get; }
public int Version { get; }
public ChunkNavBuildSourceDescriptor[] Sources { get; }
}
public readonly struct ChunkNavBuildSourceDescriptor
{
public ChunkNavBuildSourceDescriptor(NavMeshBuildSourceShape shape, Matrix4x4 transform, Vector3 size, Mesh mesh, int area)
{
Shape = shape;
Transform = transform;
Size = size;
Mesh = mesh;
Area = area;
}
public NavMeshBuildSourceShape Shape { get; }
public Matrix4x4 Transform { get; }
public Vector3 Size { get; }
public Mesh Mesh { get; }
public int Area { get; }
public static ChunkNavBuildSourceDescriptor CreateBox(Matrix4x4 transform, Vector3 size, int area = 0)
{
return new ChunkNavBuildSourceDescriptor(NavMeshBuildSourceShape.Box, transform, size, null, area);
}
public static ChunkNavBuildSourceDescriptor CreateMesh(Matrix4x4 transform, Mesh mesh, int area = 0)
{
return new ChunkNavBuildSourceDescriptor(NavMeshBuildSourceShape.Mesh, transform, Vector3.zero, mesh, area);
}
}
public readonly struct WorldInterestPoint
{
public WorldInterestPoint(Vector3 position, float priority, WorldInterestKind kind)
{
Position = position;
Priority = priority;
Kind = kind;
}
public Vector3 Position { get; }
public float Priority { get; }
public WorldInterestKind Kind { get; }
}
public enum WorldInterestKind
{
PlayerActor = 0,
ActiveNpc = 1,
Other = 2
}
public readonly struct ChunkNavGeometryReadyMessage
{
public ChunkNavGeometryReadyMessage(Vector2Int coord, int version)
{
Coord = coord;
Version = version;
}
public Vector2Int Coord { get; }
public int Version { get; }
}
public readonly struct ChunkNavGeometryRemovedMessage
{
public ChunkNavGeometryRemovedMessage(Vector2Int coord, int version)
{
Coord = coord;
Version = version;
}
public Vector2Int Coord { get; }
public int Version { get; }
}
public readonly struct WorldInterestChangedMessage
{
public WorldInterestChangedMessage(int version)
{
Version = version;
}
public int Version { get; }
}
}