Add new meta files and interfaces for project structure
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using UnityEngine;
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namespace Pathfinding.Examples {
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/// <summary>Small sample script for placing obstacles</summary>
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[HelpURL("https://arongranberg.com/astar/documentation/stable/objectplacer.html")]
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public class ObjectPlacer : MonoBehaviour {
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/// <summary>
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/// GameObject to place.
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/// When using a Grid Graph you need to make sure the object's layer is included in the collision mask in the GridGraph settings.
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/// </summary>
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public GameObject go;
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/// <summary>Flush Graph Updates directly after placing. Slower, but updates are applied immidiately</summary>
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public bool direct = false;
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/// <summary>Issue a graph update object after placement</summary>
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public bool issueGUOs = true;
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/// <summary>Align created objects to the surface normal where it is created</summary>
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public bool alignToSurface = false;
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/// <summary>Global offset of the placed object relative to the mouse cursor</summary>
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public Vector3 offset;
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/// <summary>Randomize rotation of the placed object</summary>
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public bool randomizeRotation = false;
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float lastPlacedTime;
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/// <summary>Update is called once per frame</summary>
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void Update () {
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// Check if P is being pressed.
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// Don't place objects if ctrl is pressed to avoid conflicts with the pause shortcut (ctrl+shift+P)
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if (!Input.GetKey(KeyCode.LeftControl) && (Input.GetKeyDown("p") || (Input.GetKey("p") && Time.time - lastPlacedTime > 0.3f))) {
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PlaceObject();
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}
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if (Input.GetKeyDown("r")) {
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RemoveObject();
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}
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}
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public void PlaceObject () {
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lastPlacedTime = Time.time;
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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// Figure out where the ground is
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if (Physics.Raycast(ray, out var hit, Mathf.Infinity, ~0)) {
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Vector3 p = hit.point + offset;
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var rot = Quaternion.identity;
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if (alignToSurface) rot = Quaternion.LookRotation(hit.normal, Vector3.right) * Quaternion.Euler(90, 0, 0);
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if (randomizeRotation) rot = Random.rotation;
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GameObject obj = GameObject.Instantiate(go, p, rot) as GameObject;
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if (issueGUOs) {
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Bounds b = obj.GetComponent<Collider>().bounds;
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GraphUpdateObject guo = new GraphUpdateObject(b);
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AstarPath.active.UpdateGraphs(guo);
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if (direct) {
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AstarPath.active.FlushGraphUpdates();
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}
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}
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}
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}
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public void RemoveObject () {
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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// Check what object is under the mouse cursor
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if (Physics.Raycast(ray, out var hit, Mathf.Infinity)) {
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// Ignore ground and triggers
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if (hit.collider.isTrigger || hit.transform.gameObject.name == "Ground") return;
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Bounds b = hit.collider.bounds;
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Destroy(hit.collider);
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Destroy(hit.collider.gameObject);
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if (issueGUOs) {
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GraphUpdateObject guo = new GraphUpdateObject(b);
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AstarPath.active.UpdateGraphs(guo);
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if (direct) {
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AstarPath.active.FlushGraphUpdates();
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}
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}
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}
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}
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}
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}
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