Files
TheDeclineOfWarriors/Assets/Features/VoxelWorld/Contracts/NavMeshWorldEnums.cs
T
Alexander Borisov 1681e44c5e add documentation
2026-04-08 20:58:33 +03:00

39 lines
1.4 KiB
C#

namespace InfiniteWorld.VoxelWorld.Contracts
{
/// <summary>
/// Identifies why a point contributes to nav coverage so planners and diagnostics can treat different sources appropriately.
/// </summary>
public enum WorldInterestKind
{
/// <summary>Coverage seeded by the current player-controlled actor.</summary>
PlayerActor = 0,
/// <summary>Coverage seeded by an active NPC that still requires authoritative pathing.</summary>
ActiveNpc = 1,
/// <summary>Coverage seeded by a spawn location that should be warm before actors start moving.</summary>
SpawnAnchor = 2,
/// <summary>Coverage seeded by a short-lived route hint that biases planning ahead of movement.</summary>
TransientNavHint = 3,
/// <summary>Fallback category for future interest sources that do not fit a more specific kind.</summary>
Other = 4
}
/// <summary>
/// Describes where a coverage window currently sits in the nav build lifecycle.
/// </summary>
public enum NavCoverageState
{
/// <summary>The window exists conceptually but still needs a fresh build.</summary>
Pending = 0,
/// <summary>The window is currently rebuilding its runtime NavMesh data.</summary>
Building = 1,
/// <summary>The window has ready NavMesh data that can answer pathing queries.</summary>
Ready = 2
}
}