feat(Materials): 更新CoreBattleGround材质贴图和缩放参数
更换了CoreBattleGround材质的主纹理,将纹理GUID从73e4d6cf089824c0cadfcefa5b15d306
更新为c6af6f473739fb546ac7775e5c957da1,并调整纹理缩放参数从{x: 3, y: 4}修改为
{x: 1, y: 1},同时移除了多余的_MetallicGlossMap配置项。
```
629 lines
29 KiB
C#
629 lines
29 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using Codely.Newtonsoft.Json;
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using Codely.Newtonsoft.Json.Linq;
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using UnityEditor;
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using UnityEditor.PackageManager;
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using UnityEngine;
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using UnityTcp.Editor.Helpers;
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namespace UnityTcp.Editor.Tools
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{
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/// <summary>
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/// [EXPERIMENTAL] Handles baking operations (NavMesh, Lighting, etc.).
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/// Compatible with Unity 2022.3 LTS.
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/// </summary>
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public static class ManageBake
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{
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// Runtime check for AI Navigation package availability
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private static bool? _hasAINavigation = null;
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private static Type _navMeshSurfaceType = null;
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private static MethodInfo _buildNavMeshMethod = null;
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private static MethodInfo _updateNavMeshMethod = null;
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private static PropertyInfo _activeSurfacesProperty = null;
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private static Type _navMeshType = null;
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private static MethodInfo _calculateTriangulationMethod = null;
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private static MethodInfo _removeAllNavMeshDataMethod = null;
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/// <summary>
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/// Starts a bake-related <see cref="StepJob"/> on the current request; the response is held
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/// until the job finishes. Lighting bakes run for minutes, and any script edit in that
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/// window reloads the domain — which used to strand the bake's update callback and leave
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/// its job Pending forever.
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/// </summary>
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private static object RunToCompletion(StepJob job, JObject @params, int defaultTimeoutSeconds)
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=> StepJobRunner.Start(
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CommandContext.RequestId, CommandContext.CommandType, job,
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@params["timeoutSeconds"]?.ToObject<int?>() ?? defaultTimeoutSeconds);
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/// <summary>
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/// True when a NavMesh has actually been produced. Checks <c>navMeshData</c> on the given
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/// surfaces (or on every active surface when <paramref name="surfaces"/> is null), then
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/// falls back to the global triangulation.
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/// </summary>
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internal static bool HasAnyNavMeshData(IList surfaces = null)
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{
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try
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{
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var navMeshDataProperty = _navMeshSurfaceType?.GetProperty("navMeshData");
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if (navMeshDataProperty != null)
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{
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var toCheck = surfaces ?? _activeSurfacesProperty?.GetValue(null) as IList;
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if (toCheck != null)
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{
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foreach (var surface in toCheck)
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{
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if (surface != null && navMeshDataProperty.GetValue(surface) != null)
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return true;
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}
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}
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}
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if (_calculateTriangulationMethod != null)
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{
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var triangulation = _calculateTriangulationMethod.Invoke(null, null);
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var vertices = triangulation?.GetType()
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.GetProperty("vertices")?.GetValue(triangulation) as Array;
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return vertices != null && vertices.Length > 0;
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}
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}
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catch
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{
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// Reflection against an optional package — if we cannot tell, report no data
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// rather than claiming a bake produced something.
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}
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return false;
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}
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/// <summary>
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/// Runs a lighting bake to completion. <c>Lightmapping.BakeAsync</c> does not reload the domain
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/// itself, but a bake runs for minutes and any script edit in that window does — which used to
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/// strand the bake's update callback and leave its job Pending forever. Progress is read from
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/// <c>Lightmapping.isRunning</c>, editor-global state that is still true after a reload, so the
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/// job simply picks the wait back up.
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/// </summary>
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internal class BakeLightingJob : StepJob
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{
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public bool Started;
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/// <summary>
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/// How long to let the bake start before concluding it finished (or never began).
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/// Wall-clock rather than a frame count: Lightmapping.isRunning goes true only once
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/// Unity has finished preparing the scene, which is far more than a handful of frames
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/// on a real scene. Giving up early reports "baking completed" for a bake that never
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/// ran, against whatever lighting data happened to be on disk already.
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/// </summary>
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public double SettleSeconds = 30;
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/// <summary>
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/// Session-clock deadline for the detect phase, pushed forward for as long as the
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/// editor is updating so the window only counts down against an idle editor.
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/// </summary>
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public double SettleUntil;
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public bool SawRunning;
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protected override JobStep[] BuildSteps() => new[]
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{
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new JobStep("start-bake", () =>
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{
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if (Started) return;
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Started = true;
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Lightmapping.BakeAsync();
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}),
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// Do not report "done" in the gap between requesting the bake and Unity starting it.
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new JobStep("detect-bake",
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() =>
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{
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// The window does not count down while the editor is still refreshing —
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// see SettleWindow.
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SettleUntil = SettleWindow.Advance(
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SettleUntil, EditorApplication.timeSinceStartup, SettleSeconds,
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EditorApplication.isUpdating);
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if (Lightmapping.isRunning) SawRunning = true;
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},
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() => SawRunning
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|| SettleWindow.Expired(SettleUntil, EditorApplication.timeSinceStartup,
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EditorApplication.isUpdating)),
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new JobStep("await-bake", null, () => !Lightmapping.isRunning),
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new JobStep("report", () => Complete(Response.Success(
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SawRunning
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? "[EXPERIMENTAL] Lighting baking completed"
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: "[EXPERIMENTAL] No lighting bake was observed — Unity never started one. " +
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"Any lighting data reported below predates this call.",
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new Dictionary<string, object>
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{
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["type"] = "lighting",
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["hasLightingData"] = Lightmapping.lightingDataAsset != null,
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["bake_observed"] = SawRunning,
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}))),
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};
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}
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/// <summary>
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/// Waits out the asynchronous <c>UpdateNavMesh</c> operations started by
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/// <c>bake_navmesh</c>. The operations themselves cannot be persisted, so if a domain
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/// reload takes them the job falls back to waiting for the editor to settle and then
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/// reports on the NavMesh data that actually exists.
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/// </summary>
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internal class NavMeshBakeJob : StepJob
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{
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public int SurfaceCount;
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[JsonIgnore] public List<AsyncOperation> Operations;
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/// <summary>
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/// True once the operations have been lost to a domain reload. An idle editor says
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/// nothing about whether they finished, so from here the baked data is the only
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/// evidence there is.
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/// </summary>
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public bool OperationsLost;
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public override void OnRestored() => OperationsLost = true;
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protected override JobStep[] BuildSteps() => new[]
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{
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new JobStep("await-surfaces", null, () =>
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Operations == null
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? !EditorApplication.isCompiling && !EditorApplication.isUpdating
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: Operations.All(op => op == null || op.isDone)),
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new JobStep("report", Report),
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};
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internal void Report()
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{
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bool hasData = HasAnyNavMeshData();
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// Waiting for the editor to go idle only proves the editor is idle. Without the
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// operations to ask, unbaked surfaces mean the bake either never finished or
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// produced nothing, and "completed" would be a guess.
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if (OperationsLost && !hasData)
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{
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Fail("[EXPERIMENTAL] NavMesh baking could not be confirmed: a domain reload " +
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"took the bake operations and no NavMesh data is present. Check the " +
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"NavMesh surfaces and re-bake if needed.");
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return;
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}
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Complete(Response.Success(
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"[EXPERIMENTAL] NavMesh baking completed",
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new Dictionary<string, object>
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{
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["type"] = "navmesh",
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["hasNavMeshData"] = hasData,
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["surfacesBaked"] = SurfaceCount,
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// True when the outcome rests on the baked data alone, the bake operations
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// themselves having been lost to a domain reload.
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["verified_after_reload"] = OperationsLost,
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}));
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}
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}
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/// <summary>
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/// Reset the AI Navigation package cache. Call this after installing the package
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/// to force re-checking for available types.
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/// </summary>
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private static void ResetAINavigationCache()
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{
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_hasAINavigation = null;
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_navMeshSurfaceType = null;
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_buildNavMeshMethod = null;
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_updateNavMeshMethod = null;
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_activeSurfacesProperty = null;
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_navMeshType = null;
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_calculateTriangulationMethod = null;
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_removeAllNavMeshDataMethod = null;
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}
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private static bool HasAINavigation()
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{
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if (_hasAINavigation.HasValue)
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return _hasAINavigation.Value;
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try
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{
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// First, check if the package is installed via PackageManager
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bool packageInstalled = false;
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try
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{
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#if UNITY_2021_2_OR_NEWER
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// Use GetAllRegisteredPackages for Unity 2021.2+
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var packages = UnityEditor.PackageManager.PackageInfo.GetAllRegisteredPackages();
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packageInstalled = packages.Any(p => p.name == "com.unity.ai.navigation");
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#else
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// Fallback for older Unity versions
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var listRequest = Client.List(true, false);
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while (!listRequest.IsCompleted)
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{
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System.Threading.Thread.Sleep(50);
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}
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if (listRequest.Status == StatusCode.Success)
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{
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packageInstalled = listRequest.Result.Any(p => p.name == "com.unity.ai.navigation");
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}
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#endif
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}
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catch (Exception ex)
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{
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CodelyLogger.LogWarning($"[ManageBake] Error checking package installation: {ex.Message}");
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// Continue with type checking as fallback
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}
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// Try to find NavMeshSurface type (Unity.AI.Navigation namespace from com.unity.ai.navigation package)
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// Try multiple methods to find the type
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_navMeshSurfaceType = Type.GetType("Unity.AI.Navigation.NavMeshSurface, Unity.AI.Navigation");
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if (_navMeshSurfaceType == null)
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{
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// Try with full assembly qualified name variations
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_navMeshSurfaceType = Type.GetType("Unity.AI.Navigation.NavMeshSurface, Unity.AI.Navigation, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null");
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}
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if (_navMeshSurfaceType == null)
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{
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// Fallback: search in loaded assemblies by name first
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System.Reflection.Assembly targetAssembly = null;
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foreach (var assembly in System.AppDomain.CurrentDomain.GetAssemblies())
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{
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var assemblyName = assembly.GetName().Name;
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if (assemblyName == "Unity.AI.Navigation" || assemblyName.Contains("Unity.AI.Navigation"))
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{
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targetAssembly = assembly;
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break;
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}
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}
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if (targetAssembly != null)
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{
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_navMeshSurfaceType = targetAssembly.GetType("Unity.AI.Navigation.NavMeshSurface");
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}
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}
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if (_navMeshSurfaceType == null)
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{
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// Last resort: search all assemblies
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foreach (var assembly in System.AppDomain.CurrentDomain.GetAssemblies())
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{
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_navMeshSurfaceType = assembly.GetType("Unity.AI.Navigation.NavMeshSurface");
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if (_navMeshSurfaceType != null) break;
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}
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}
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if (_navMeshSurfaceType != null)
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{
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_buildNavMeshMethod = _navMeshSurfaceType.GetMethod("BuildNavMesh", BindingFlags.Public | BindingFlags.Instance);
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_updateNavMeshMethod = _navMeshSurfaceType.GetMethod("UpdateNavMesh", BindingFlags.Public | BindingFlags.Instance);
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_activeSurfacesProperty = _navMeshSurfaceType.GetProperty("activeSurfaces", BindingFlags.Public | BindingFlags.Static);
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}
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// Try to find NavMesh type (UnityEngine.AI namespace - still used by the package)
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_navMeshType = Type.GetType("UnityEngine.AI.NavMesh, UnityEngine.AIModule");
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if (_navMeshType == null)
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{
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foreach (var assembly in System.AppDomain.CurrentDomain.GetAssemblies())
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{
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_navMeshType = assembly.GetType("UnityEngine.AI.NavMesh");
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if (_navMeshType != null) break;
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}
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}
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if (_navMeshType != null)
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{
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_calculateTriangulationMethod = _navMeshType.GetMethod("CalculateTriangulation", BindingFlags.Public | BindingFlags.Static);
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_removeAllNavMeshDataMethod = _navMeshType.GetMethod("RemoveAllNavMeshData", BindingFlags.Public | BindingFlags.Static);
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}
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// Check both package installation and required types/methods
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bool hasRequiredTypes = _navMeshSurfaceType != null && _buildNavMeshMethod != null && _navMeshType != null;
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// If package is installed but types are missing, check compilation status
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if (packageInstalled && !hasRequiredTypes)
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{
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bool isCompiling = EditorApplication.isCompiling;
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string compilationStatus = isCompiling ? "compiling" : "idle";
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// Collect diagnostic information
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var loadedAssemblies = System.AppDomain.CurrentDomain.GetAssemblies()
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.Where(a => a.GetName().Name.Contains("AI") || a.GetName().Name.Contains("Navigation"))
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.Select(a => a.GetName().Name)
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.ToList();
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string diagnosticInfo = "";
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if (loadedAssemblies.Count > 0)
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{
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diagnosticInfo = $" Found related assemblies: {string.Join(", ", loadedAssemblies)}.";
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}
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else
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{
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diagnosticInfo = " No AI/Navigation assemblies found in loaded assemblies.";
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}
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string typeStatus = "";
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if (_navMeshSurfaceType == null)
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{
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typeStatus += " NavMeshSurface type not found.";
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}
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else
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{
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typeStatus += $" NavMeshSurface found, but methods missing: BuildNavMesh={_buildNavMeshMethod != null}, UpdateNavMesh={_updateNavMeshMethod != null}, activeSurfaces={_activeSurfacesProperty != null}.";
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}
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if (_navMeshType == null)
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{
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typeStatus += " NavMesh type not found.";
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}
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CodelyLogger.LogWarning(
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$"[ManageBake] com.unity.ai.navigation package is installed but required types/methods are not available. " +
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$"Editor is currently {compilationStatus}.{diagnosticInfo}{typeStatus} " +
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(isCompiling
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? "Please wait for compilation to complete, then call 'unity_editor { \"action\": \"wait_for_idle\" }' before retrying."
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: "The package may need to be reloaded. Try restarting Unity or wait a moment and retry.")
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);
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}
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// Package installation check is primary, but we also need the types to be available
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// If package is installed but types are missing and we're not compiling, return false
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// If we're compiling, also return false (types won't be available until compilation completes)
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_hasAINavigation = packageInstalled && hasRequiredTypes && !EditorApplication.isCompiling;
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}
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catch (Exception ex)
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{
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CodelyLogger.LogWarning($"[ManageBake] Error checking for AI Navigation package: {ex.Message}");
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_hasAINavigation = false;
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}
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return _hasAINavigation.Value;
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}
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private static readonly Dictionary<string, Func<JObject, object>> ActionHandlers =
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new Dictionary<string, Func<JObject, object>>
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{
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{ "bake_navmesh", BakeNavMesh },
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{ "bake_lighting", p => RunToCompletion(new BakeLightingJob(), p, 600) },
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{ "wait_for_bake", WaitActionDeprecated },
|
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{ "clear_navmesh", _ => ClearNavMesh() },
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{ "clear_baked_data", _ => ClearBakedData() },
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};
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public static object HandleCommand(JObject @params)
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=> ActionRouter.Route(@params, ActionHandlers);
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private static object WaitActionDeprecated(JObject @params)
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{
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string action = @params["action"]?.ToString()?.ToLower();
|
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return Response.ErrorWithCode(
|
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"action_deprecated",
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$"Action '{action}' is deprecated. There is no need to wait: bake_lighting and " +
|
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"bake_navmesh return only after the bake is done. To wait for the editor to " +
|
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"settle after external work, use 'unity_editor { \"action\": \"wait_for_idle\" }'.");
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}
|
|
|
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private static object BakeNavMesh(JObject @params)
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{
|
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try
|
|
{
|
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// Reset cache and re-check if first check fails (in case package was just installed)
|
|
if (!HasAINavigation())
|
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{
|
|
ResetAINavigationCache();
|
|
if (!HasAINavigation())
|
|
{
|
|
// Check if package is installed but types are not available
|
|
bool packageInstalled = false;
|
|
try
|
|
{
|
|
#if UNITY_2021_2_OR_NEWER
|
|
var packages = UnityEditor.PackageManager.PackageInfo.GetAllRegisteredPackages();
|
|
packageInstalled = packages.Any(p => p.name == "com.unity.ai.navigation");
|
|
#else
|
|
var listRequest = Client.List(true, false);
|
|
while (!listRequest.IsCompleted)
|
|
{
|
|
System.Threading.Thread.Sleep(50);
|
|
}
|
|
if (listRequest.Status == StatusCode.Success)
|
|
{
|
|
packageInstalled = listRequest.Result.Any(p => p.name == "com.unity.ai.navigation");
|
|
}
|
|
#endif
|
|
}
|
|
catch { }
|
|
|
|
bool isCompiling = EditorApplication.isCompiling;
|
|
|
|
string errorMessage;
|
|
if (packageInstalled && isCompiling)
|
|
{
|
|
errorMessage =
|
|
"[EXPERIMENTAL] NavMesh baking requires AI Navigation package types to be loaded. " +
|
|
"The package is installed but Unity is currently compiling. " +
|
|
"Please wait for compilation to complete by calling 'unity_editor { \"action\": \"wait_for_idle\" }', then retry.";
|
|
}
|
|
else if (packageInstalled)
|
|
{
|
|
errorMessage =
|
|
"[EXPERIMENTAL] NavMesh baking requires AI Navigation package types to be loaded. " +
|
|
"The package 'com.unity.ai.navigation' is installed but required types are not available. " +
|
|
"This may happen if: (1) compilation is in progress, (2) the package needs to be reloaded, or (3) Unity needs to be restarted. " +
|
|
"Try: (1) Call 'unity_editor { \"action\": \"wait_for_idle\" }' to ensure compilation is complete, " +
|
|
"(2) Wait a few seconds and retry, or (3) Restart Unity.";
|
|
}
|
|
else
|
|
{
|
|
errorMessage =
|
|
"[EXPERIMENTAL] NavMesh baking requires AI Navigation package. " +
|
|
"Install 'com.unity.ai.navigation' via Package Manager using: " +
|
|
"'unity_package { \"action\": \"install_package\", \"id_or_url\": \"com.unity.ai.navigation\" }', " +
|
|
"then wait for installation and compilation to complete using 'unity_editor { \"action\": \"wait_for_idle\" }'.";
|
|
}
|
|
|
|
return Response.Error(errorMessage);
|
|
}
|
|
}
|
|
|
|
// Get all active NavMeshSurface components in the scene
|
|
List<object> surfaces = new List<object>();
|
|
if (_activeSurfacesProperty != null)
|
|
{
|
|
var activeSurfaces = _activeSurfacesProperty.GetValue(null);
|
|
if (activeSurfaces is System.Collections.IList surfaceList)
|
|
{
|
|
foreach (var surface in surfaceList)
|
|
{
|
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surfaces.Add(surface);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (surfaces.Count == 0)
|
|
{
|
|
// Fallback: find all NavMeshSurface components using Resources.FindObjectsOfTypeAll
|
|
if (_navMeshSurfaceType != null)
|
|
{
|
|
var allObjects = Resources.FindObjectsOfTypeAll(_navMeshSurfaceType);
|
|
foreach (var obj in allObjects)
|
|
{
|
|
if (obj != null)
|
|
{
|
|
surfaces.Add(obj);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (surfaces.Count == 0)
|
|
{
|
|
return Response.Error("[EXPERIMENTAL] No NavMeshSurface components found in the scene. Add a NavMeshSurface component to a GameObject to bake NavMesh.");
|
|
}
|
|
|
|
// Check if we should use async baking (UpdateNavMesh) or sync baking (BuildNavMesh)
|
|
bool useAsync = @params["async"]?.ToObject<bool?>() ?? false;
|
|
List<AsyncOperation> asyncOps = new List<AsyncOperation>();
|
|
|
|
if (useAsync && _updateNavMeshMethod != null)
|
|
{
|
|
// Use async UpdateNavMesh for each surface that has existing data
|
|
foreach (var surface in surfaces)
|
|
{
|
|
try
|
|
{
|
|
var navMeshDataProperty = _navMeshSurfaceType.GetProperty("navMeshData");
|
|
if (navMeshDataProperty != null)
|
|
{
|
|
var navMeshData = navMeshDataProperty.GetValue(surface);
|
|
if (navMeshData != null)
|
|
{
|
|
var asyncOp = _updateNavMeshMethod.Invoke(surface, new object[] { navMeshData }) as AsyncOperation;
|
|
if (asyncOp != null)
|
|
{
|
|
asyncOps.Add(asyncOp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
catch
|
|
{
|
|
// If UpdateNavMesh fails, fall back to BuildNavMesh
|
|
}
|
|
}
|
|
}
|
|
|
|
// If no async operations were started, use synchronous BuildNavMesh, which has
|
|
// already finished by the time it returns.
|
|
if (asyncOps.Count == 0)
|
|
{
|
|
foreach (var surface in surfaces)
|
|
{
|
|
_buildNavMeshMethod?.Invoke(surface, null);
|
|
}
|
|
|
|
return Response.Success("[EXPERIMENTAL] NavMesh baking completed", new
|
|
{
|
|
type = "navmesh",
|
|
hasNavMeshData = HasAnyNavMeshData(surfaces),
|
|
surfacesBaked = surfaces.Count,
|
|
});
|
|
}
|
|
|
|
// Async surfaces: run to completion instead of answering "pending" and leaving the
|
|
// client to poll a callback that would not survive an incidental domain reload.
|
|
return RunToCompletion(
|
|
new NavMeshBakeJob { Operations = asyncOps, SurfaceCount = surfaces.Count },
|
|
@params, 600);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return Response.Error($"[EXPERIMENTAL] Failed to start NavMesh baking: {e.Message}");
|
|
}
|
|
}
|
|
|
|
private static object ClearNavMesh()
|
|
{
|
|
try
|
|
{
|
|
if (!HasAINavigation())
|
|
{
|
|
return Response.Error("[EXPERIMENTAL] NavMesh operations require AI Navigation package.");
|
|
}
|
|
|
|
// Clear NavMesh using reflection - try RemoveAllNavMeshData first
|
|
int clearedCount = 0;
|
|
if (_removeAllNavMeshDataMethod != null)
|
|
{
|
|
_removeAllNavMeshDataMethod.Invoke(null, null);
|
|
clearedCount++;
|
|
}
|
|
|
|
// Also clear all NavMeshSurface components
|
|
if (_activeSurfacesProperty != null)
|
|
{
|
|
var activeSurfaces = _activeSurfacesProperty.GetValue(null);
|
|
if (activeSurfaces is System.Collections.IList surfaceList)
|
|
{
|
|
var removeDataMethod = _navMeshSurfaceType.GetMethod("RemoveData", BindingFlags.Public | BindingFlags.Instance);
|
|
foreach (var surface in surfaceList)
|
|
{
|
|
try
|
|
{
|
|
removeDataMethod?.Invoke(surface, null);
|
|
clearedCount++;
|
|
}
|
|
catch { }
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
return Response.Success($"[EXPERIMENTAL] NavMesh data cleared ({clearedCount} surfaces).");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return Response.Error($"[EXPERIMENTAL] Failed to clear NavMesh: {e.Message}");
|
|
}
|
|
}
|
|
|
|
private static object ClearBakedData()
|
|
{
|
|
try
|
|
{
|
|
Lightmapping.Clear();
|
|
|
|
return Response.Success("[EXPERIMENTAL] Baked lighting data cleared.");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return Response.Error($"[EXPERIMENTAL] Failed to clear baked data: {e.Message}");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|