Rebuild() public method

Rebuild the tree starting with all nodes in the array between index start (inclusive) and end (exclusive)
public Rebuild ( Array nodes, int start, int end ) : void
nodes Array
start int
end int
return void
 /// <summary>
 /// Rebuilds the lookup structure for nodes.
 ///
 /// This is used when <see cref="optimizeForSparseGraph"/> is enabled.
 ///
 /// You should call this method every time you move a node in the graph manually and
 /// you are using <see cref="optimizeForSparseGraph"/>, otherwise pathfinding might not work correctly.
 ///
 /// You may also call this after you have added many nodes using the
 /// <see cref="AddNode"/> method. When adding nodes using the <see cref="AddNode"/> method they
 /// will be added to the lookup structure. The lookup structure will
 /// rebalance itself when it gets too unbalanced however if you are
 /// sure you won't be adding any more nodes in the short term, you can
 /// make sure it is perfectly balanced and thus squeeze out the last
 /// bit of performance by calling this method. This can improve the
 /// performance of the <see cref="GetNearest"/> method slightly. The improvements
 /// are on the order of 10-20%.
 /// </summary>
 public void RebuildNodeLookup()
 {
     if (!optimizeForSparseGraph || nodes == null)
     {
         lookupTree = new PointKDTree();
     }
     else
     {
         lookupTree.Rebuild(nodes, 0, nodeCount);
     }
 }
        // Token: 0x060025B9 RID: 9657 RVA: 0x001A1748 File Offset: 0x0019F948
        public void RebuildNodeLookup()
        {
            if (!this.optimizeForSparseGraph || this.nodes == null)
            {
                this.lookupTree = new PointKDTree();
                return;
            }
            PointKDTree pointKDTree = this.lookupTree;

            GraphNode[] array = this.nodes;
            pointKDTree.Rebuild(array, 0, this.nodeCount);
        }