activated | Is the link activated? |
Enables or disables the current off-mesh link.
This function activates or deactivates the off-mesh link where the agent is currently waiting. This is useful for granting access to newly discovered areas of the game world or simulating the creation or removal of an obstacle to an area.
private var agent: NavMeshAgent; function Start () { agent = GetComponent.<NavMeshAgent>(); } // Allow all agents to have access to an area once it has officially // been "discovered". function OpenDiscoveredArea(areasDiscovered: Hashtable) { if (agent.isOnOffMeshLink) { if (areasDiscovered.ContainsKey(agent.currentOffMeshLinkData.offMeshLink.name)) { agent.ActivateCurrentOffMeshLink(true); } } }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { private NavMeshAgent agent; void Start() { agent = GetComponent<NavMeshAgent>(); } void OpenDiscoveredArea(Hashtable areasDiscovered) { if (agent.isOnOffMeshLink) if (areasDiscovered.ContainsKey(agent.currentOffMeshLinkData.offMeshLink.name)) agent.ActivateCurrentOffMeshLink(true); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): private agent as NavMeshAgent def Start() as void: agent = GetComponent[of NavMeshAgent]() def OpenDiscoveredArea(areasDiscovered as Hashtable) as void: if agent.isOnOffMeshLink: if areasDiscovered.ContainsKey(agent.currentOffMeshLinkData.offMeshLink.name): agent.ActivateCurrentOffMeshLink(true)