Adding direction filter ranges to NavGraph.Scan() from connecting nodes to create one-way logic

Hello,
I was wondering if there is a way for me to look at the NavGraph class and its functions and what .cs or .js file the NavGraph class is stored in. The reason I am asking is because as each graph scans, what if we added an extra feature where only connecting nodes that are within a certain euler angle-range in world-space from the original node get connected to the original node (creating a one-way street)? For example, if connecting nodes that the original node can only view anywhere from a +90 to a -90 degree angle got connected while the other nodes outside that range got ignored, it would be a one-way street. What do you think of this idea?

                           Sincerely,
                                    Michael S. Lowe

NavGraph is not a specific graph type, so Scan has no implementation. PointGraph however has. Check the AstarPathfindingProject/Generators/PointGenerator.cs script.

You could change (or override) the IsValidConnection function. The problem is that nodes, which that function takes as input, has no direction. So what you could do is to change the IsValidConnection function to take two GameObjects as well as parameters.
Where it is called (in the Scan function) there is an array nodeGameObjects which contains all gameObjects associated with a node (so node x is associated with GameObject nodeGameObjects[x]). Pass those gameobjects to the function. Then you could use some vector stuff to figure out the angle (e.g Vector3.Dot or Vector3.Angle).