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NavMeshPath.cs
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73 lines (61 loc) · 1.57 KB
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using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using UnityEngine.Scripting;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.AI
{
[MovedFrom("UnityEngine")]
[StructLayout(LayoutKind.Sequential)]
public sealed class NavMeshPath
{
internal IntPtr m_Ptr;
internal Vector3[] m_corners;
public Vector3[] corners
{
get
{
this.CalculateCorners();
return this.m_corners;
}
}
public extern NavMeshPathStatus status
{
[GeneratedByOldBindingsGenerator]
[MethodImpl(MethodImplOptions.InternalCall)]
get;
}
[GeneratedByOldBindingsGenerator]
[MethodImpl(MethodImplOptions.InternalCall)]
public extern NavMeshPath();
[GeneratedByOldBindingsGenerator, ThreadAndSerializationSafe]
[MethodImpl(MethodImplOptions.InternalCall)]
private extern void DestroyNavMeshPath();
~NavMeshPath()
{
this.DestroyNavMeshPath();
this.m_Ptr = IntPtr.Zero;
}
[GeneratedByOldBindingsGenerator]
[MethodImpl(MethodImplOptions.InternalCall)]
public extern int GetCornersNonAlloc(Vector3[] results);
[GeneratedByOldBindingsGenerator]
[MethodImpl(MethodImplOptions.InternalCall)]
private extern Vector3[] CalculateCornersInternal();
[GeneratedByOldBindingsGenerator]
[MethodImpl(MethodImplOptions.InternalCall)]
private extern void ClearCornersInternal();
public void ClearCorners()
{
this.ClearCornersInternal();
this.m_corners = null;
}
private void CalculateCorners()
{
if (this.m_corners == null)
{
this.m_corners = this.CalculateCornersInternal();
}
}
}
}