private NativeArray <PathNode> GetPathNodeArray() { TileGrid <GridNode> grid = DefaultNamespace.SetupPathFindingGrid.Instance.Grid; int2 gridSize = new int2(grid.GetWidth(), grid.GetHeight()); // Debug.Log($"GridSize {gridSize}"); NativeArray <PathNode> pathNodeArray = new NativeArray <PathNode>(gridSize.x * gridSize.y, Allocator.TempJob); for (int x = 0; x < gridSize.x; x++) { for (int y = 0; y < gridSize.y; y++) { var pathNode = new PathNode { X = x, Y = y, Index = CalculateIndex(x, y, gridSize.x), GCost = int.MaxValue, IsWalkable = grid.GetValue(x, y).IsWalkable(), CameFromNodeIndex = -1 }; pathNodeArray[pathNode.Index] = pathNode; } } return(pathNodeArray); }
private void UpdateVisual() { MeshUtils.CreateEmptyMeshArrays(_grid.GetWidth() * _grid.GetHeight(), out Vector3[] vertices, out Vector2[] uv, out int[] triangles);