// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Level/Actors/BoxVolume.h"
#include "NavigationTypes.h"
///
/// A special type of volume that defines the area of the scene in which navigation is restricted (eg. higher traversal cost or dynamic obstacle block).
///
API_CLASS(Attributes="ActorContextMenu(\"New/Other/Nav Modifier Volume\"), ActorToolbox(\"Other\")") class FLAXENGINE_API NavModifierVolume : public BoxVolume
{
DECLARE_SCENE_OBJECT(NavModifierVolume);
public:
///
/// The agent types used by this navmesh modifier volume (from navigation settings). Can be used to adjust navmesh for a certain set of agents.
///
API_FIELD(Attributes="EditorDisplay(\"Navigation\"), EditorOrder(10)")
NavAgentMask AgentsMask;
///
/// The name of the nav area to apply within the modifiers volume. Nav area properties are picked from the Navigation Settings asset.
///
API_FIELD(Attributes="EditorDisplay(\"Navigation\"), EditorOrder(20)")
String AreaName;
public:
///
/// Gets the properties of the nav area used by this volume. Null if missing or invalid area name.
///
NavAreaProperties* GetNavArea() const;
public:
// [BoxVolume]
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
protected:
// [BoxVolume]
void OnBoundsChanged(const BoundingBox& prevBounds) override;
#if USE_EDITOR
Color GetWiresColor() override;
#endif
};