private void FinishCalculateNavmesh(NavMeshToolPath path) { calculating_path = false; path_found = path.success; nav_paths = path.path; path_index = 0; }
private void FinishCalculateNavmesh(NavMeshToolPath path) { calculating_path = false; follow_path = path.success; nav_paths = path.path; path_index = 0; navmesh_timer = 0f; }
public static void CalculatePath(Vector3 from, Vector3 to, int layerMask, UnityAction <NavMeshToolPath> callback) { NavMeshToolPath tpath = new NavMeshToolPath(); tpath.from = from; tpath.to = to; tpath.layerMask = layerMask; thread_list.Enqueue(tpath); //Async (NavMesh.CalculatePath) dont work outside of main thread, when unity fix this we can use this function instead //DoCalculatePath(tpath, callback); //Temporary until unity add support for NavMesh.CalculatePath outside of main thread CalculateThread(); callback.Invoke(tpath); }
private static async void DoCalculatePath(NavMeshToolPath tpath, UnityAction <NavMeshToolPath> callback) { await Task.Run(CalculateThread); callback.Invoke(tpath); }