public void ClearPath() { if (m_Queue.Count > 0 || m_CurrentNode != null) { m_Queue.Clear(); m_CurrentNode = null; } }
public void Process() { if (m_Queue.Count > 0) { PathProcessNode ppn = m_Queue.Dequeue(); m_CurrentNode = ppn; ppn.Process(); } }
private WorldMapPathManager() { m_Queue = new EB.Collections.Queue <PathProcessNode>(); m_PathFinder = new WorldMapPathFinder(); m_CurrentNode = null; }