055b87a85c
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.
17 lines
498 B
C#
17 lines
498 B
C#
using System;
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using UnityEngine;
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namespace InfiniteWorld.VoxelWorld.NavMesh
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{
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[Serializable]
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public sealed class VoxelWorldNavMeshConfig
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{
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[Min(0)] public int agentTypeId;
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[Min(1)] public int navRegionSizeInChunks = 2;
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[Min(1)] public int maxNavMeshBuildsPerFrame = 1;
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[Min(0f)] public float navBoundsHorizontalPadding = 1f;
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[Min(0f)] public float navBoundsVerticalPadding = 2f;
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[Min(0)] public int navWarmupRadiusInRegions = 1;
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}
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}
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