public void Init(int x, int z)
        {
            MAP_LENGTH_X = x;
            MAP_WIDTH_Z  = z;

            for (int i = 0; i < MAP_LENGTH_X; ++i)
            {
                for (int j = 0; j < MAP_WIDTH_Z; ++j)
                {
                    GridMapCell gridMapCell = new GridMapCell();
                    m_mapCellList.Add(gridMapCell);
                }
            }
        }
        public bool TestAgentCells(Vector2i posi, PathFindAgent agent)
        {
            if (posi.m_x >= MAP_LENGTH_X ||
                posi.m_y >= MAP_WIDTH_Z)
            {
                return(false);
            }

            List <Vector2i> outLineList = agent.m_outlineList;

            for (int i = 0; i < outLineList.Count; ++i)
            {
                outLineList[i] = posi + agent.m_outlineOffsetList[i];
            }

            bool canUse = true;

            for (int i = 0; i < outLineList.Count; ++i)
            {
                int index = GetIndex(outLineList[i]);
                if (index >= 0 && index < m_mapCellList.Count)
                {
                    GridMapCell cellInfo = m_mapCellList[index];
                    if (cellInfo.m_whoseArea.Count == 0)
                    {
                        //return true;
                    }
                    else if (cellInfo.m_whoseArea.Count == 1 &&
                             cellInfo.m_whoseArea[0] == agent.m_agentId)
                    {
                        //return true;
                    }
                    else
                    {
                        //return false;
                        canUse = false;
                    }
                }
                else
                {
                    //return false;
                    canUse = false;
                }
            }

            return(canUse);
        }
 public void ShowColliderData()
 {
     foreach (var iter in m_debugGo)
     {
         GameObject.Destroy(iter);
     }
     UnityEngine.GameObject colliderPrefab = UnityEngine.Resources.Load("Barrier2") as UnityEngine.GameObject;
     for (int i = 0; i < m_mapCellList.Count; ++i)
     {
         GridMapCell iter = m_mapCellList[i];
         if (iter.m_whoseArea.Count != 0)
         {
             Vector2i pos = ConvertIndexToPos(i);
             UnityEngine.GameObject.Instantiate(colliderPrefab, new UnityEngine.Vector3(pos.m_x, 0, pos.m_y), UnityEngine.Quaternion.identity);
         }
     }
 }