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			326 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			326 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using System.Collections.Generic;
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using System.IO;
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using UnityEditor.Experimental.SceneManagement;
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using UnityEditor.SceneManagement;
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using UnityEngine.AI;
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using UnityEngine;
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namespace UnityEditor.AI
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{
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    public class NavMeshAssetManager2d : ScriptableSingleton<NavMeshAssetManager2d>
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    {
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        internal struct AsyncBakeOperation
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        {
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            public NavMeshSurface2d surface;
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            public NavMeshData bakeData;
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            public AsyncOperation bakeOperation;
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        }
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        List<AsyncBakeOperation> m_BakeOperations = new List<AsyncBakeOperation>();
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        internal List<AsyncBakeOperation> GetBakeOperations() { return m_BakeOperations; }
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        struct SavedPrefabNavMeshData
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        {
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            public NavMeshSurface2d surface;
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            public NavMeshData navMeshData;
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        }
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        List<SavedPrefabNavMeshData> m_PrefabNavMeshDataAssets = new List<SavedPrefabNavMeshData>();
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        static string GetAndEnsureTargetPath(NavMeshSurface2d surface)
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        {
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            // Create directory for the asset if it does not exist yet.
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            var activeScenePath = surface.gameObject.scene.path;
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            var targetPath = "Assets";
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            if (!string.IsNullOrEmpty(activeScenePath))
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            {
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                targetPath = Path.Combine(Path.GetDirectoryName(activeScenePath), Path.GetFileNameWithoutExtension(activeScenePath));
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            }
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            else
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            {
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                var prefabStage = PrefabStageUtility.GetPrefabStage(surface.gameObject);
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                var isPartOfPrefab = prefabStage != null && prefabStage.IsPartOfPrefabContents(surface.gameObject);
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                if (isPartOfPrefab && !string.IsNullOrEmpty(prefabStage.prefabAssetPath))
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                {
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                    var prefabDirectoryName = Path.GetDirectoryName(prefabStage.prefabAssetPath);
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                    if (!string.IsNullOrEmpty(prefabDirectoryName))
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                        targetPath = prefabDirectoryName;
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                }
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            }
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            if (!Directory.Exists(targetPath))
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                Directory.CreateDirectory(targetPath);
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            return targetPath;
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        }
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        static void CreateNavMeshAsset(NavMeshSurface2d surface)
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        {
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            var targetPath = GetAndEnsureTargetPath(surface);
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            var combinedAssetPath = Path.Combine(targetPath, "NavMesh-" + surface.name + ".asset");
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            combinedAssetPath = AssetDatabase.GenerateUniqueAssetPath(combinedAssetPath);
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            AssetDatabase.CreateAsset(surface.navMeshData, combinedAssetPath);
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        }
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        NavMeshData GetNavMeshAssetToDelete(NavMeshSurface2d navSurface)
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        {
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            if (PrefabUtility.IsPartOfPrefabInstance(navSurface) && !PrefabUtility.IsPartOfModelPrefab(navSurface))
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            {
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                // Don't allow deleting the asset belonging to the prefab parent
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                var parentSurface = PrefabUtility.GetCorrespondingObjectFromSource(navSurface) as NavMeshSurface2d;
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                if (parentSurface && navSurface.navMeshData == parentSurface.navMeshData)
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                    return null;
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            }
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            // Do not delete the NavMeshData asset referenced from a prefab until the prefab is saved
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            var prefabStage = PrefabStageUtility.GetPrefabStage(navSurface.gameObject);
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            var isPartOfPrefab = prefabStage != null && prefabStage.IsPartOfPrefabContents(navSurface.gameObject);
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            if (isPartOfPrefab && IsCurrentPrefabNavMeshDataStored(navSurface))
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                return null;
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            return navSurface.navMeshData;
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        }
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        void ClearSurface(NavMeshSurface2d navSurface)
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        {
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            var hasNavMeshData = navSurface.navMeshData != null;
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            StoreNavMeshDataIfInPrefab(navSurface);
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            var assetToDelete = GetNavMeshAssetToDelete(navSurface);
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            navSurface.RemoveData();
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            if (hasNavMeshData)
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            {
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                SetNavMeshData(navSurface, null);
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                EditorSceneManager.MarkSceneDirty(navSurface.gameObject.scene);
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            }
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            if (assetToDelete)
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                AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(assetToDelete));
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        }
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        public void StartBakingSurfaces(UnityEngine.Object[] surfaces)
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        {
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            // Remove first to avoid double registration of the callback
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            EditorApplication.update -= UpdateAsyncBuildOperations;
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            EditorApplication.update += UpdateAsyncBuildOperations;
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            foreach (NavMeshSurface2d surf in surfaces)
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            {
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                StoreNavMeshDataIfInPrefab(surf);
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                var oper = new AsyncBakeOperation();
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                oper.bakeData = InitializeBakeData(surf);
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                oper.bakeOperation = surf.UpdateNavMesh(oper.bakeData);
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                oper.surface = surf;
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                m_BakeOperations.Add(oper);
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            }
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        }
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        static NavMeshData InitializeBakeData(NavMeshSurface2d surface)
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        {
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            var emptySources = new List<NavMeshBuildSource>();
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            var emptyBounds = new Bounds();
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            return UnityEngine.AI.NavMeshBuilder.BuildNavMeshData(surface.GetBuildSettings(), emptySources, emptyBounds
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                , surface.transform.position, surface.transform.rotation);
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        }
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        void UpdateAsyncBuildOperations()
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        {
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            foreach (var oper in m_BakeOperations)
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            {
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                if (oper.surface == null || oper.bakeOperation == null)
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                    continue;
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                if (oper.bakeOperation.isDone)
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                {
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                    var surface = oper.surface;
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                    var delete = GetNavMeshAssetToDelete(surface);
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                    if (delete != null)
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                        AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(delete));
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                    surface.RemoveData();
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                    SetNavMeshData(surface, oper.bakeData);
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                    if (surface.isActiveAndEnabled)
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                        surface.AddData();
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                    CreateNavMeshAsset(surface);
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                    EditorSceneManager.MarkSceneDirty(surface.gameObject.scene);
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                }
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            }
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            m_BakeOperations.RemoveAll(o => o.bakeOperation == null || o.bakeOperation.isDone);
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            if (m_BakeOperations.Count == 0)
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                EditorApplication.update -= UpdateAsyncBuildOperations;
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        }
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        public bool IsSurfaceBaking(NavMeshSurface2d surface)
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        {
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            if (surface == null)
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                return false;
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            foreach (var oper in m_BakeOperations)
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            {
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                if (oper.surface == null || oper.bakeOperation == null)
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                    continue;
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                if (oper.surface == surface)
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                    return true;
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            }
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            return false;
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        }
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        public void ClearSurfaces(UnityEngine.Object[] surfaces)
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        {
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            foreach (NavMeshSurface2d s in surfaces)
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                ClearSurface(s);
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        }
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        static void SetNavMeshData(NavMeshSurface2d navSurface, NavMeshData navMeshData)
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        {
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            var so = new SerializedObject(navSurface);
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            var navMeshDataProperty = so.FindProperty("m_NavMeshData");
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            navMeshDataProperty.objectReferenceValue = navMeshData;
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            so.ApplyModifiedPropertiesWithoutUndo();
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        }
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        void StoreNavMeshDataIfInPrefab(NavMeshSurface2d surfaceToStore)
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        {
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            var prefabStage = PrefabStageUtility.GetPrefabStage(surfaceToStore.gameObject);
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            var isPartOfPrefab = prefabStage != null && prefabStage.IsPartOfPrefabContents(surfaceToStore.gameObject);
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            if (!isPartOfPrefab)
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                return;
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            // check if data has already been stored for this surface
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            foreach (var storedAssetInfo in m_PrefabNavMeshDataAssets)
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                if (storedAssetInfo.surface == surfaceToStore)
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                    return;
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            if (m_PrefabNavMeshDataAssets.Count == 0)
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            {
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                PrefabStage.prefabSaving -= DeleteStoredNavMeshDataAssetsForOwnedSurfaces;
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                PrefabStage.prefabSaving += DeleteStoredNavMeshDataAssetsForOwnedSurfaces;
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                PrefabStage.prefabStageClosing -= ForgetUnsavedNavMeshDataChanges;
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                PrefabStage.prefabStageClosing += ForgetUnsavedNavMeshDataChanges;
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            }
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            var isDataOwner = true;
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            if (PrefabUtility.IsPartOfPrefabInstance(surfaceToStore) && !PrefabUtility.IsPartOfModelPrefab(surfaceToStore))
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            {
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                var basePrefabSurface = PrefabUtility.GetCorrespondingObjectFromSource(surfaceToStore) as NavMeshSurface2d;
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                isDataOwner = basePrefabSurface == null || surfaceToStore.navMeshData != basePrefabSurface.navMeshData;
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            }
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            m_PrefabNavMeshDataAssets.Add(new SavedPrefabNavMeshData { surface = surfaceToStore, navMeshData = isDataOwner ? surfaceToStore.navMeshData : null });
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        }
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        bool IsCurrentPrefabNavMeshDataStored(NavMeshSurface2d surface)
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        {
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            if (surface == null)
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                return false;
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            foreach (var storedAssetInfo in m_PrefabNavMeshDataAssets)
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            {
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                if (storedAssetInfo.surface == surface)
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                    return storedAssetInfo.navMeshData == surface.navMeshData;
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            }
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            return false;
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        }
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        void DeleteStoredNavMeshDataAssetsForOwnedSurfaces(GameObject gameObjectInPrefab)
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        {
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            // Debug.LogFormat("DeleteStoredNavMeshDataAsset() when saving prefab {0}", gameObjectInPrefab.name);
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            var surfaces = gameObjectInPrefab.GetComponentsInChildren<NavMeshSurface2d>(true);
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            foreach (var surface in surfaces)
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                DeleteStoredPrefabNavMeshDataAsset(surface);
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        }
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        void DeleteStoredPrefabNavMeshDataAsset(NavMeshSurface2d surface)
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        {
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            for (var i = m_PrefabNavMeshDataAssets.Count - 1; i >= 0; i--)
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            {
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                var storedAssetInfo = m_PrefabNavMeshDataAssets[i];
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                if (storedAssetInfo.surface == surface)
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                {
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                    var storedNavMeshData = storedAssetInfo.navMeshData;
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                    if (storedNavMeshData != null && storedNavMeshData != surface.navMeshData)
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                    {
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                        var assetPath = AssetDatabase.GetAssetPath(storedNavMeshData);
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                        AssetDatabase.DeleteAsset(assetPath);
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                    }
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                    m_PrefabNavMeshDataAssets.RemoveAt(i);
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                    break;
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                }
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            }
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            if (m_PrefabNavMeshDataAssets.Count == 0)
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            {
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                PrefabStage.prefabSaving -= DeleteStoredNavMeshDataAssetsForOwnedSurfaces;
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                PrefabStage.prefabStageClosing -= ForgetUnsavedNavMeshDataChanges;
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            }
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        }
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        void ForgetUnsavedNavMeshDataChanges(PrefabStage prefabStage)
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        {
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            // Debug.Log("On prefab closing - forget about this object's surfaces and stop caring about prefab saving");
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            if (prefabStage == null)
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                return;
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            var allSurfacesInPrefab = prefabStage.prefabContentsRoot.GetComponentsInChildren<NavMeshSurface2d>(true);
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            NavMeshSurface2d surfaceInPrefab = null;
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            var index = 0;
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            do
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            {
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                if (allSurfacesInPrefab.Length > 0)
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                    surfaceInPrefab = allSurfacesInPrefab[index];
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                for (var i = m_PrefabNavMeshDataAssets.Count - 1; i >= 0; i--)
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                {
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                    var storedPrefabInfo = m_PrefabNavMeshDataAssets[i];
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                    if (storedPrefabInfo.surface == null)
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                    {
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                        // Debug.LogFormat("A surface from the prefab got deleted after it has baked a new NavMesh but it hasn't saved it. Now the unsaved asset gets deleted. ({0})", storedPrefabInfo.navMeshData);
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                        // surface got deleted, thus delete its initial NavMeshData asset
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                        if (storedPrefabInfo.navMeshData != null)
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                        {
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                            var assetPath = AssetDatabase.GetAssetPath(storedPrefabInfo.navMeshData);
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                            AssetDatabase.DeleteAsset(assetPath);
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                        }
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                        m_PrefabNavMeshDataAssets.RemoveAt(i);
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                    }
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                    else if (surfaceInPrefab != null && storedPrefabInfo.surface == surfaceInPrefab)
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                    {
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                        //Debug.LogFormat("The surface {0} from the prefab was storing the original navmesh data and now will be forgotten", surfaceInPrefab);
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                        var baseSurface = PrefabUtility.GetCorrespondingObjectFromSource(surfaceInPrefab) as NavMeshSurface2d;
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                        if (baseSurface == null || surfaceInPrefab.navMeshData != baseSurface.navMeshData)
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                        {
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                            var assetPath = AssetDatabase.GetAssetPath(surfaceInPrefab.navMeshData);
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                            AssetDatabase.DeleteAsset(assetPath);
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                            //Debug.LogFormat("The surface {0} from the prefab has baked new NavMeshData but did not save this change so the asset has been now deleted. ({1})",
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                            //    surfaceInPrefab, assetPath);
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                        }
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                        m_PrefabNavMeshDataAssets.RemoveAt(i);
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                    }
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                }
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            } while (++index < allSurfacesInPrefab.Length);
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            if (m_PrefabNavMeshDataAssets.Count == 0)
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            {
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                PrefabStage.prefabSaving -= DeleteStoredNavMeshDataAssetsForOwnedSurfaces;
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                PrefabStage.prefabStageClosing -= ForgetUnsavedNavMeshDataChanges;
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            }
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        }
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    }
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}
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