activated | Is the link activated? |
Enables or disables the current off-mesh link.
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 Example : 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 Example(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)