public void ShowOptimalPath(Vector3 playerPosition) { AStar aStar = new AStar(data); aStar.CreatePath(data, (int)playerPosition.x, (int)playerPosition.y, xExit, yExit); if (optimalPath.transform.childCount > 0) { foreach (Transform child in optimalPath.transform) { Destroy(child.gameObject); } } for (int i = 0; i < aStar.optimalPath.Count; i++) { Instantiate(path, new Vector3(aStar.optimalPath[i].x + 0.5f, aStar.optimalPath[i].y + 0.5f, 1), Quaternion.identity, optimalPath.transform); } }
public List <Spot> GetPath(Vector2Int start, Vector2Int end, int length) { return(aStar.CreatePath(spots, start, end, length)); }
public List <Vector3> GetPath(Vector3 start, Vector3 end, int length) { return(aStar.CreatePath(aStarPositions, start, end, length)); }