public void GetPath(Vector3 goal) { MyPath = astar.Algorithm(transform.position, goal); current = MyPath.Pop(); destination = MyPath.Pop(); this.goal = goal; }
public Queue <Vector3> GetWorldPath(Vector3 start, Vector3 goal) { Queue <Vector3> worldPath = new Queue <Vector3>(); Vector3Int startPos = _Grid.Tilemap.WorldToCell(start); Vector3Int goalPos = _Grid.Tilemap.WorldToCell(goal); Stack <Vector3Int> path = _AStar.Algorithm(startPos, goalPos, _Grid); if (path != null) { foreach (Vector3Int pos in path) { Vector3 worldPos = _Grid.Tilemap.GetCellCenterWorld(pos); worldPath.Enqueue(worldPos); } } return(worldPath); }