Fix UI Shader

This commit is contained in:
tym
2025-09-11 15:00:19 +08:00
parent 60f8c15ee3
commit 4ff743ce2b
88 changed files with 6135 additions and 3889 deletions

View File

@@ -28,7 +28,7 @@ namespace MoleMole
private DetourManager()
{
_detours = new Dictionary<uint, DetourElement>();
_stageAreaWalkMask = 1 << NavMesh.GetAreaFromName("Walkable");
_stageAreaWalkMask = 1 << UnityEngine.AI.NavMesh.GetAreaFromName("Walkable");
}
public void RemoveDetourElement(uint id)
@@ -95,12 +95,12 @@ namespace MoleMole
{
flag = uint.TryParse(locatorName.Substring(locatorName.Length - 1), out result);
}
int areaFromName = NavMesh.GetAreaFromName("Walkable");
int areaFromName = UnityEngine.AI.NavMesh.GetAreaFromName("Walkable");
if (flag)
{
areaFromName = NavMesh.GetAreaFromName("StageMask" + result);
areaFromName = UnityEngine.AI.NavMesh.GetAreaFromName("StageMask" + result);
}
_stageAreaWalkMask = (1 << areaFromName) | (1 << NavMesh.GetAreaFromName("Walkable"));
_stageAreaWalkMask = (1 << areaFromName) | (1 << UnityEngine.AI.NavMesh.GetAreaFromName("Walkable"));
}
public bool GetTargetPosition(BaseMonoEntity entity, Vector3 sourcePosition, Vector3 targetPosition, ref Vector3 targetCorner)
@@ -119,8 +119,8 @@ namespace MoleMole
for (int i = 0; i < num; i++)
{
Vector3 sourcePosition2 = sourcePosition + Random.insideUnitSphere * maxDistance;
NavMeshHit hit;
if (NavMesh.SamplePosition(sourcePosition2, out hit, 1f, _stageAreaWalkMask))
UnityEngine.AI.NavMeshHit hit;
if (UnityEngine.AI.NavMesh.SamplePosition(sourcePosition2, out hit, 1f, _stageAreaWalkMask))
{
targetPosition = hit.position;
return true;
@@ -132,8 +132,8 @@ namespace MoleMole
private bool Raycast(uint id, Vector3 sourcePosition, Vector3 targetPosition)
{
NavMeshHit hit;
bool flag = NavMesh.Raycast(sourcePosition, targetPosition, out hit, _stageAreaWalkMask);
UnityEngine.AI.NavMeshHit hit;
bool flag = UnityEngine.AI.NavMesh.Raycast(sourcePosition, targetPosition, out hit, _stageAreaWalkMask);
if (!flag)
{
Debug.DrawLine(sourcePosition, targetPosition, Color.red, 0.1f);
@@ -163,8 +163,8 @@ namespace MoleMole
private DetourElement GetNewDetourElement(BaseMonoEntity entity, Vector3 sourcePosition, Vector3 targetPosition)
{
NavMeshPath navMeshPath = new NavMeshPath();
bool isCompletePath = NavMesh.CalculatePath(sourcePosition, targetPosition, _stageAreaWalkMask, navMeshPath);
UnityEngine.AI.NavMeshPath navMeshPath = new UnityEngine.AI.NavMeshPath();
bool isCompletePath = UnityEngine.AI.NavMesh.CalculatePath(sourcePosition, targetPosition, _stageAreaWalkMask, navMeshPath);
for (int i = 0; i < navMeshPath.corners.Length - 1; i++)
{
Debug.DrawLine(navMeshPath.corners[i], navMeshPath.corners[i + 1], Color.green, 0.1f);
@@ -194,7 +194,7 @@ namespace MoleMole
return detourElement;
}
private Vector3[] SimplifyPath(Vector3 sourcePosition, NavMeshPath path)
private Vector3[] SimplifyPath(Vector3 sourcePosition, UnityEngine.AI.NavMeshPath path)
{
List<Vector3> list = new List<Vector3>();
Vector3[] corners = path.corners;