TryProcessNext() private méthode

private TryProcessNext ( ) : void
Résultat void
    // takes in where the path starts, where the path ends, and send a callback because we're splitting the path calls over several frames
    // Action<the path, have we started the path>
    // is static so it can be accessed by calling the Class from anywhere
    public static void RequestPath(Vector3 pathStart, Vector3 pathEnd, Action <Vector3[], bool> callback)
    {
        PathRequest newRequest = new PathRequest(pathStart, pathEnd, callback);

        instance.pathRequestQueue.Enqueue(newRequest);
        instance.TryProcessNext();
    }
    // Method for requesting a path
    public static void RequestPath(Vector3 pathStart, Vector3 pathEnd, Action <Vector3[], bool> callBack)
    {
        PathRequest newRequest = new PathRequest(pathStart, pathEnd, callBack);

        instance.pathRequestQueue.Enqueue(newRequest); // Add the new request inside of the queue
        instance.TryProcessNext();                     // To see if we are processing a path
    }
    /// <summary>
    /// Can be used to request a new path from the request manager. Needs a start and an end, as well as a method to be called
    /// once the path has been found.
    /// </summary>
    /// <param name="pathStart">The start of the path</param>
    /// <param name="pathEnd">The end of the path</param>
    /// <param name="callback">The method to be called once the path has been found</param>
    public static void RequestPath(Vector3 pathStart, Vector3 pathEnd, Action <Vector3[], bool> callback, Agent agent)
    {
        var newRequest = new PathRequest(pathStart, pathEnd, callback, agent);

        _instance._pathRequests.Enqueue(newRequest);
        _instance.TryProcessNext();
    }
    /// <summary>
    /// Request a new path.
    /// Once an attempt to plot a path has been made, successful or not,
    /// the callback Action is invoked.
    /// </summary>
    public static void RequestPath(Vector3 pathStart, Vector3 pathEnd, bool ignoreUnwalkableStartAndEnd, NavAgent2D agent)
    {
        PathRequest newRequest = new PathRequest(pathStart, pathEnd, ignoreUnwalkableStartAndEnd, agent);

        instance.pathRequestQueue.Enqueue(newRequest);
        instance.TryProcessNext();
    }
    public static void RequestPath(Vector2 start, Vector2 end, GameObject gameObject, Action <Vector2[], bool> callback)
    {
        PathRequest request = new PathRequest(start, end, gameObject, callback);

        instance._pathRequestQueue.Enqueue(request);
        instance.TryProcessNext();
    }
Exemple #6
0
    public static void RequestPath(Vector3 startPosition, Vector3 endPosition, Action <Vector3[], bool> callback)
    {
        PathRequest newRequest = new PathRequest(startPosition, endPosition, callback);

        instance.pathRequestQueue.Enqueue(newRequest);
        instance.TryProcessNext();
    }
    public static void RequestPath(Tile StartTile, Tile TargetTile, Action <Tile[], bool> callback)
    {
        PathRequest newRequest = new PathRequest(StartTile, TargetTile, callback);

        instance.pathRequestQueue.Enqueue(newRequest);
        instance.TryProcessNext();
    }
Exemple #8
0
    // Need to call this every set number of frames (expensive calculation if done per frame)
    public static void RequestPath(Vector3 start, Vector3 end, Action <Vector3[], bool> callback)
    {
        // Create a new path request
        PathRequest request = new PathRequest(start, end, callback);

        // Add the request into the request queue
        instance.pathRequestQueue.Enqueue(request);
        instance.TryProcessNext();
    }