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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- namespace Pathfinding {
- using Pathfinding.RVO;
- using Pathfinding.Util;
- [AddComponentMenu("Pathfinding/AI/RichAI (3D, for navmesh)")]
- /// <summary>
- /// Advanced AI for navmesh based graphs.
- ///
- /// [Open online documentation to see images]
- ///
- /// See: movementscripts (view in online documentation for working links)
- /// </summary>
- public partial class RichAI : AIBase, IAstarAI {
- /// <summary>
- /// Max acceleration of the agent.
- /// In world units per second per second.
- /// </summary>
- public float acceleration = 5;
- /// <summary>
- /// Max rotation speed of the agent.
- /// In degrees per second.
- /// </summary>
- public float rotationSpeed = 360;
- /// <summary>
- /// How long before reaching the end of the path to start to slow down.
- /// A lower value will make the agent stop more abruptly.
- ///
- /// Note: The agent may require more time to slow down if
- /// its maximum <see cref="acceleration"/> is not high enough.
- ///
- /// If set to zero the agent will not even attempt to slow down.
- /// This can be useful if the target point is not a point you want the agent to stop at
- /// but it might for example be the player and you want the AI to slam into the player.
- ///
- /// Note: A value of zero will behave differently from a small but non-zero value (such as 0.0001).
- /// When it is non-zero the agent will still respect its <see cref="acceleration"/> when determining if it needs
- /// to slow down, but if it is zero it will disable that check.
- /// This is useful if the <see cref="destination"/> is not a point where you want the agent to stop.
- ///
- /// \htmlonly <video class="tinyshadow" controls loop><source src="images/richai_slowdown_time.mp4" type="video/mp4"></video> \endhtmlonly
- /// </summary>
- public float slowdownTime = 0.5f;
- /// <summary>
- /// Max distance to the endpoint to consider it reached.
- ///
- /// See: <see cref="reachedEndOfPath"/>
- /// See: <see cref="OnTargetReached"/>
- /// </summary>
- public float endReachedDistance = 0.01f;
- /// <summary>
- /// Force to avoid walls with.
- /// The agent will try to steer away from walls slightly.
- ///
- /// See: <see cref="wallDist"/>
- /// </summary>
- public float wallForce = 3;
- /// <summary>
- /// Walls within this range will be used for avoidance.
- /// Setting this to zero disables wall avoidance and may improve performance slightly
- ///
- /// See: <see cref="wallForce"/>
- /// </summary>
- public float wallDist = 1;
- /// <summary>
- /// Use funnel simplification.
- /// On tiled navmesh maps, but sometimes on normal ones as well, it can be good to simplify
- /// the funnel as a post-processing step to make the paths straighter.
- ///
- /// This has a moderate performance impact during frames when a path calculation is completed.
- ///
- /// The RichAI script uses its own internal funnel algorithm, so you never
- /// need to attach the FunnelModifier component.
- ///
- /// [Open online documentation to see images]
- ///
- /// See: <see cref="Pathfinding.FunnelModifier"/>
- /// </summary>
- public bool funnelSimplification = false;
- /// <summary>
- /// Slow down when not facing the target direction.
- /// Incurs at a small performance overhead.
- /// </summary>
- public bool slowWhenNotFacingTarget = true;
- /// <summary>
- /// Called when the agent starts to traverse an off-mesh link.
- /// Register to this callback to handle off-mesh links in a custom way.
- ///
- /// If this event is set to null then the agent will fall back to traversing
- /// off-mesh links using a very simple linear interpolation.
- ///
- /// <code>
- /// void OnEnable () {
- /// ai = GetComponent<RichAI>();
- /// if (ai != null) ai.onTraverseOffMeshLink += TraverseOffMeshLink;
- /// }
- ///
- /// void OnDisable () {
- /// if (ai != null) ai.onTraverseOffMeshLink -= TraverseOffMeshLink;
- /// }
- ///
- /// IEnumerator TraverseOffMeshLink (RichSpecial link) {
- /// // Traverse the link over 1 second
- /// float startTime = Time.time;
- ///
- /// while (Time.time < startTime + 1) {
- /// transform.position = Vector3.Lerp(link.first.position, link.second.position, Time.time - startTime);
- /// yield return null;
- /// }
- /// transform.position = link.second.position;
- /// }
- /// </code>
- /// </summary>
- public System.Func<RichSpecial, IEnumerator> onTraverseOffMeshLink;
- /// <summary>Holds the current path that this agent is following</summary>
- protected readonly RichPath richPath = new RichPath();
- protected bool delayUpdatePath;
- protected bool lastCorner;
- /// <summary>Distance to <see cref="steeringTarget"/> in the movement plane</summary>
- protected float distanceToSteeringTarget = float.PositiveInfinity;
- protected readonly List<Vector3> nextCorners = new List<Vector3>();
- protected readonly List<Vector3> wallBuffer = new List<Vector3>();
- public bool traversingOffMeshLink { get; protected set; }
- /// <summary>\copydoc Pathfinding::IAstarAI::remainingDistance</summary>
- public float remainingDistance {
- get {
- return distanceToSteeringTarget + Vector3.Distance(steeringTarget, richPath.Endpoint);
- }
- }
- /// <summary>\copydoc Pathfinding::IAstarAI::reachedEndOfPath</summary>
- public bool reachedEndOfPath { get { return approachingPathEndpoint && distanceToSteeringTarget < endReachedDistance; } }
- /// <summary>\copydoc Pathfinding::IAstarAI::reachedDestination</summary>
- public bool reachedDestination {
- get {
- if (!reachedEndOfPath) return false;
- // Note: distanceToSteeringTarget is the distance to the end of the path when approachingPathEndpoint is true
- if (approachingPathEndpoint && distanceToSteeringTarget + movementPlane.ToPlane(destination - richPath.Endpoint).magnitude > endReachedDistance) return false;
- // Don't do height checks in 2D mode
- if (orientation != OrientationMode.YAxisForward) {
- // Check if the destination is above the head of the character or far below the feet of it
- float yDifference;
- movementPlane.ToPlane(destination - position, out yDifference);
- var h = tr.localScale.y * height;
- if (yDifference > h || yDifference < -h*0.5) return false;
- }
- return true;
- }
- }
- /// <summary>\copydoc Pathfinding::IAstarAI::hasPath</summary>
- public bool hasPath { get { return richPath.GetCurrentPart() != null; } }
- /// <summary>\copydoc Pathfinding::IAstarAI::pathPending</summary>
- public bool pathPending { get { return waitingForPathCalculation || delayUpdatePath; } }
- /// <summary>\copydoc Pathfinding::IAstarAI::steeringTarget</summary>
- public Vector3 steeringTarget { get; protected set; }
- /// <summary>\copydoc Pathfinding::IAstarAI::radius</summary>
- float IAstarAI.radius { get { return radius; } set { radius = value; } }
- /// <summary>\copydoc Pathfinding::IAstarAI::height</summary>
- float IAstarAI.height { get { return height; } set { height = value; } }
- /// <summary>\copydoc Pathfinding::IAstarAI::maxSpeed</summary>
- float IAstarAI.maxSpeed { get { return maxSpeed; } set { maxSpeed = value; } }
- /// <summary>\copydoc Pathfinding::IAstarAI::canSearch</summary>
- bool IAstarAI.canSearch { get { return canSearch; } set { canSearch = value; } }
- /// <summary>\copydoc Pathfinding::IAstarAI::canMove</summary>
- bool IAstarAI.canMove { get { return canMove; } set { canMove = value; } }
- /// <summary>
- /// True if approaching the last waypoint in the current part of the path.
- /// Path parts are separated by off-mesh links.
- ///
- /// See: <see cref="approachingPathEndpoint"/>
- /// </summary>
- public bool approachingPartEndpoint {
- get {
- return lastCorner && nextCorners.Count == 1;
- }
- }
- /// <summary>
- /// True if approaching the last waypoint of all parts in the current path.
- /// Path parts are separated by off-mesh links.
- ///
- /// See: <see cref="approachingPartEndpoint"/>
- /// </summary>
- public bool approachingPathEndpoint {
- get {
- return approachingPartEndpoint && richPath.IsLastPart;
- }
- }
- /// <summary>
- /// \copydoc Pathfinding::IAstarAI::Teleport
- ///
- /// When setting transform.position directly the agent
- /// will be clamped to the part of the navmesh it can
- /// reach, so it may not end up where you wanted it to.
- /// This ensures that the agent can move to any part of the navmesh.
- /// </summary>
- public override void Teleport (Vector3 newPosition, bool clearPath = true) {
- // Clamp the new position to the navmesh
- var nearest = AstarPath.active != null? AstarPath.active.GetNearest(newPosition) : new NNInfo();
- float elevation;
- movementPlane.ToPlane(newPosition, out elevation);
- newPosition = movementPlane.ToWorld(movementPlane.ToPlane(nearest.node != null ? nearest.position : newPosition), elevation);
- base.Teleport(newPosition, clearPath);
- }
- /// <summary>Called when the component is disabled</summary>
- protected override void OnDisable () {
- // Note that the AIBase.OnDisable call will also stop all coroutines
- base.OnDisable();
- traversingOffMeshLink = false;
- // Stop the off mesh link traversal coroutine
- StopAllCoroutines();
- }
- protected override bool shouldRecalculatePath {
- get {
- // Don't automatically recalculate the path in the middle of an off-mesh link
- return base.shouldRecalculatePath && !traversingOffMeshLink;
- }
- }
- public override void SearchPath () {
- // Calculate paths after the current off-mesh link has been completed
- if (traversingOffMeshLink) {
- delayUpdatePath = true;
- } else {
- base.SearchPath();
- }
- }
- protected override void OnPathComplete (Path p) {
- waitingForPathCalculation = false;
- p.Claim(this);
- if (p.error) {
- p.Release(this);
- return;
- }
- if (traversingOffMeshLink) {
- delayUpdatePath = true;
- } else {
- // The RandomPath and MultiTargetPath do not have a well defined destination that could have been
- // set before the paths were calculated. So we instead set the destination here so that some properties
- // like #reachedDestination and #remainingDistance work correctly.
- if (p is RandomPath rpath) {
- destination = rpath.originalEndPoint;
- } else if (p is MultiTargetPath mpath) {
- destination = mpath.originalEndPoint;
- }
- richPath.Initialize(seeker, p, true, funnelSimplification);
- // Check if we have already reached the end of the path
- // We need to do this here to make sure that the #reachedEndOfPath
- // property is up to date.
- var part = richPath.GetCurrentPart() as RichFunnel;
- if (part != null) {
- if (updatePosition) simulatedPosition = tr.position;
- // Note: UpdateTarget has some side effects like setting the nextCorners list and the lastCorner field
- var localPosition = movementPlane.ToPlane(UpdateTarget(part));
- // Target point
- steeringTarget = nextCorners[0];
- Vector2 targetPoint = movementPlane.ToPlane(steeringTarget);
- distanceToSteeringTarget = (targetPoint - localPosition).magnitude;
- if (lastCorner && nextCorners.Count == 1 && distanceToSteeringTarget <= endReachedDistance) {
- NextPart();
- }
- }
- }
- p.Release(this);
- }
- protected override void ClearPath () {
- CancelCurrentPathRequest();
- richPath.Clear();
- lastCorner = false;
- delayUpdatePath = false;
- distanceToSteeringTarget = float.PositiveInfinity;
- }
- /// <summary>
- /// Declare that the AI has completely traversed the current part.
- /// This will skip to the next part, or call OnTargetReached if this was the last part
- /// </summary>
- protected void NextPart () {
- if (!richPath.CompletedAllParts) {
- if (!richPath.IsLastPart) lastCorner = false;
- richPath.NextPart();
- if (richPath.CompletedAllParts) {
- OnTargetReached();
- }
- }
- }
- /// <summary>\copydoc Pathfinding::IAstarAI::GetRemainingPath</summary>
- public void GetRemainingPath (List<Vector3> buffer, out bool stale) {
- richPath.GetRemainingPath(buffer, simulatedPosition, out stale);
- }
- /// <summary>Called when the end of the path is reached</summary>
- protected virtual void OnTargetReached () {
- }
- protected virtual Vector3 UpdateTarget (RichFunnel fn) {
- nextCorners.Clear();
- // This method assumes simulatedPosition is up to date as our current position.
- // We read and write to tr.position as few times as possible since doing so
- // is much slower than to read and write from/to a local/member variable.
- bool requiresRepath;
- Vector3 position = fn.Update(simulatedPosition, nextCorners, 2, out lastCorner, out requiresRepath);
- if (requiresRepath && !waitingForPathCalculation && canSearch) {
- // TODO: What if canSearch is false? How do we notify other scripts that might be handling the path calculation that a new path needs to be calculated?
- SearchPath();
- }
- return position;
- }
- /// <summary>Called during either Update or FixedUpdate depending on if rigidbodies are used for movement or not</summary>
- protected override void MovementUpdateInternal (float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) {
- if (updatePosition) simulatedPosition = tr.position;
- if (updateRotation) simulatedRotation = tr.rotation;
- RichPathPart currentPart = richPath.GetCurrentPart();
- if (currentPart is RichSpecial) {
- // Start traversing the off mesh link if we haven't done it yet
- if (!traversingOffMeshLink && !richPath.CompletedAllParts) {
- StartCoroutine(TraverseSpecial(currentPart as RichSpecial));
- }
- nextPosition = steeringTarget = simulatedPosition;
- nextRotation = rotation;
- } else {
- var funnel = currentPart as RichFunnel;
- // Check if we have a valid path to follow and some other script has not stopped the character
- if (funnel != null && !isStopped) {
- TraverseFunnel(funnel, deltaTime, out nextPosition, out nextRotation);
- } else {
- // Unknown, null path part, or the character is stopped
- // Slow down as quickly as possible
- velocity2D -= Vector2.ClampMagnitude(velocity2D, acceleration * deltaTime);
- FinalMovement(simulatedPosition, deltaTime, float.PositiveInfinity, 1f, out nextPosition, out nextRotation);
- steeringTarget = simulatedPosition;
- }
- }
- }
- void TraverseFunnel (RichFunnel fn, float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) {
- // Clamp the current position to the navmesh
- // and update the list of upcoming corners in the path
- // and store that in the 'nextCorners' field
- var position3D = UpdateTarget(fn);
- float elevation;
- Vector2 position = movementPlane.ToPlane(position3D, out elevation);
- // Only find nearby walls every 5th frame to improve performance
- if (Time.frameCount % 5 == 0 && wallForce > 0 && wallDist > 0) {
- wallBuffer.Clear();
- fn.FindWalls(wallBuffer, wallDist);
- }
- // Target point
- steeringTarget = nextCorners[0];
- Vector2 targetPoint = movementPlane.ToPlane(steeringTarget);
- // Direction to target
- Vector2 dir = targetPoint - position;
- // Normalized direction to the target
- Vector2 normdir = VectorMath.Normalize(dir, out distanceToSteeringTarget);
- // Calculate force from walls
- Vector2 wallForceVector = CalculateWallForce(position, elevation, normdir);
- Vector2 targetVelocity;
- if (approachingPartEndpoint) {
- targetVelocity = slowdownTime > 0 ? Vector2.zero : normdir * maxSpeed;
- // Reduce the wall avoidance force as we get closer to our target
- wallForceVector *= System.Math.Min(distanceToSteeringTarget/0.5f, 1);
- if (distanceToSteeringTarget <= endReachedDistance) {
- // Reached the end of the path or an off mesh link
- NextPart();
- }
- } else {
- var nextNextCorner = nextCorners.Count > 1 ? movementPlane.ToPlane(nextCorners[1]) : position + 2*dir;
- targetVelocity = (nextNextCorner - targetPoint).normalized * maxSpeed;
- }
- var forwards = movementPlane.ToPlane(simulatedRotation * (orientation == OrientationMode.YAxisForward ? Vector3.up : Vector3.forward));
- Vector2 accel = MovementUtilities.CalculateAccelerationToReachPoint(targetPoint - position, targetVelocity, velocity2D, acceleration, rotationSpeed, maxSpeed, forwards);
- // Update the velocity using the acceleration
- velocity2D += (accel + wallForceVector*wallForce)*deltaTime;
- // Distance to the end of the path (almost as the crow flies)
- var distanceToEndOfPath = distanceToSteeringTarget + Vector3.Distance(steeringTarget, fn.exactEnd);
- var slowdownFactor = distanceToEndOfPath < maxSpeed * slowdownTime? Mathf.Sqrt(distanceToEndOfPath / (maxSpeed * slowdownTime)) : 1;
- FinalMovement(position3D, deltaTime, distanceToEndOfPath, slowdownFactor, out nextPosition, out nextRotation);
- }
- void FinalMovement (Vector3 position3D, float deltaTime, float distanceToEndOfPath, float slowdownFactor, out Vector3 nextPosition, out Quaternion nextRotation) {
- var forwards = movementPlane.ToPlane(simulatedRotation * (orientation == OrientationMode.YAxisForward ? Vector3.up : Vector3.forward));
- velocity2D = MovementUtilities.ClampVelocity(velocity2D, maxSpeed, slowdownFactor, slowWhenNotFacingTarget && enableRotation, forwards);
- ApplyGravity(deltaTime);
- if (rvoController != null && rvoController.enabled) {
- // Send a message to the RVOController that we want to move
- // with this velocity. In the next simulation step, this
- // velocity will be processed and it will be fed back to the
- // rvo controller and finally it will be used by this script
- // when calling the CalculateMovementDelta method below
- // Make sure that we don't move further than to the end point
- // of the path. If the RVO simulation FPS is low and we did
- // not do this, the agent might overshoot the target a lot.
- var rvoTarget = position3D + movementPlane.ToWorld(Vector2.ClampMagnitude(velocity2D, distanceToEndOfPath));
- rvoController.SetTarget(rvoTarget, velocity2D.magnitude, maxSpeed);
- }
- // Direction and distance to move during this frame
- var deltaPosition = lastDeltaPosition = CalculateDeltaToMoveThisFrame(movementPlane.ToPlane(position3D), distanceToEndOfPath, deltaTime);
- // Rotate towards the direction we are moving in
- // Slow down the rotation of the character very close to the endpoint of the path to prevent oscillations
- var rotationSpeedFactor = approachingPartEndpoint ? Mathf.Clamp01(1.1f * slowdownFactor - 0.1f) : 1f;
- nextRotation = enableRotation ? SimulateRotationTowards(deltaPosition, rotationSpeed * rotationSpeedFactor * deltaTime) : simulatedRotation;
- nextPosition = position3D + movementPlane.ToWorld(deltaPosition, verticalVelocity * deltaTime);
- }
- protected override Vector3 ClampToNavmesh (Vector3 position, out bool positionChanged) {
- if (richPath != null) {
- var funnel = richPath.GetCurrentPart() as RichFunnel;
- if (funnel != null) {
- var clampedPosition = funnel.ClampToNavmesh(position);
- // We cannot simply check for equality because some precision may be lost
- // if any coordinate transformations are used.
- var difference = movementPlane.ToPlane(clampedPosition - position);
- float sqrDifference = difference.sqrMagnitude;
- if (sqrDifference > 0.001f*0.001f) {
- // The agent was outside the navmesh. Remove that component of the velocity
- // so that the velocity only goes along the direction of the wall, not into it
- velocity2D -= difference * Vector2.Dot(difference, velocity2D) / sqrDifference;
- // Make sure the RVO system knows that there was a collision here
- // Otherwise other agents may think this agent continued
- // to move forwards and avoidance quality may suffer
- if (rvoController != null && rvoController.enabled) {
- rvoController.SetCollisionNormal(difference);
- }
- positionChanged = true;
- // Return the new position, but ignore any changes in the y coordinate from the ClampToNavmesh method as the y coordinates in the navmesh are rarely very accurate
- return position + movementPlane.ToWorld(difference);
- }
- }
- }
- positionChanged = false;
- return position;
- }
- Vector2 CalculateWallForce (Vector2 position, float elevation, Vector2 directionToTarget) {
- if (wallForce <= 0 || wallDist <= 0) return Vector2.zero;
- float wLeft = 0;
- float wRight = 0;
- var position3D = movementPlane.ToWorld(position, elevation);
- for (int i = 0; i < wallBuffer.Count; i += 2) {
- Vector3 closest = VectorMath.ClosestPointOnSegment(wallBuffer[i], wallBuffer[i+1], position3D);
- float dist = (closest-position3D).sqrMagnitude;
- if (dist > wallDist*wallDist) continue;
- Vector2 tang = movementPlane.ToPlane(wallBuffer[i+1]-wallBuffer[i]).normalized;
- // Using the fact that all walls are laid out clockwise (looking from inside the obstacle)
- // Then left and right (ish) can be figured out like this
- float dot = Vector2.Dot(directionToTarget, tang);
- float weight = 1 - System.Math.Max(0, (2*(dist / (wallDist*wallDist))-1));
- if (dot > 0) wRight = System.Math.Max(wRight, dot * weight);
- else wLeft = System.Math.Max(wLeft, -dot * weight);
- }
- Vector2 normal = new Vector2(directionToTarget.y, -directionToTarget.x);
- return normal*(wRight-wLeft);
- }
- /// <summary>Traverses an off-mesh link</summary>
- protected virtual IEnumerator TraverseSpecial (RichSpecial link) {
- traversingOffMeshLink = true;
- // The current path part is a special part, for example a link
- // Movement during this part of the path is handled by the TraverseSpecial coroutine
- velocity2D = Vector3.zero;
- var offMeshLinkCoroutine = onTraverseOffMeshLink != null? onTraverseOffMeshLink(link) : TraverseOffMeshLinkFallback(link);
- yield return StartCoroutine(offMeshLinkCoroutine);
- // Off-mesh link traversal completed
- traversingOffMeshLink = false;
- NextPart();
- // If a path completed during the time we traversed the special connection, we need to recalculate it
- if (delayUpdatePath) {
- delayUpdatePath = false;
- // TODO: What if canSearch is false? How do we notify other scripts that might be handling the path calculation that a new path needs to be calculated?
- if (canSearch) SearchPath();
- }
- }
- /// <summary>
- /// Fallback for traversing off-mesh links in case <see cref="onTraverseOffMeshLink"/> is not set.
- /// This will do a simple linear interpolation along the link.
- /// </summary>
- protected IEnumerator TraverseOffMeshLinkFallback (RichSpecial link) {
- float duration = maxSpeed > 0 ? Vector3.Distance(link.second.position, link.first.position) / maxSpeed : 1;
- float startTime = Time.time;
- while (true) {
- var pos = Vector3.Lerp(link.first.position, link.second.position, Mathf.InverseLerp(startTime, startTime + duration, Time.time));
- if (updatePosition) tr.position = pos;
- else simulatedPosition = pos;
- if (Time.time >= startTime + duration) break;
- yield return null;
- }
- }
- protected static readonly Color GizmoColorPath = new Color(8.0f/255, 78.0f/255, 194.0f/255);
- protected override void OnDrawGizmos () {
- base.OnDrawGizmos();
- if (tr != null) {
- Gizmos.color = GizmoColorPath;
- Vector3 lastPosition = position;
- for (int i = 0; i < nextCorners.Count; lastPosition = nextCorners[i], i++) {
- Gizmos.DrawLine(lastPosition, nextCorners[i]);
- }
- }
- }
- protected override int OnUpgradeSerializedData (int version, bool unityThread) {
- #pragma warning disable 618
- if (unityThread && animCompatibility != null) anim = animCompatibility;
- #pragma warning restore 618
- return base.OnUpgradeSerializedData(version, unityThread);
- }
- }
- }
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