public void init(GridPOS pos, UnityAction callback) { this.pos = pos; Button bttn = GetComponent <Button>(); bttn.onClick.AddListener(callback); }
public float Heuristic(GridPOS next, GridPOS goal) { //add case stuff here if (hCase == 1) { return((float)Math.Sqrt(Math.Pow(next.col - goal.col, 2.0) + Math.Pow(next.row - goal.row, 2.0))); } return(0); }
public void Init(GridPOS pos, UnityAction callback) { this.pos = pos; Button bttn = GetComponent <Button>(); //bttn.onClick.AddListener(new UnityEngine.Events.UnityAction(ButtonClicked)); //bttn.onClick.AddListener(() => ButtonClicked()); bttn.onClick.AddListener(callback); }
public AStarSearch(int[,] grid, int[] startPOS, int[] GoalPOS, int heruisticCase) { graph = new TwoDGrid(grid, grid.Rank, grid.GetLength(0)); start = new GridPOS(startPOS[0], startPOS[1]); goal = new GridPOS(GoalPOS[0], GoalPOS[1]); openSet = new SimplePriorityQueue <GridPOS>(); openSet.Enqueue(start, 0); hCase = heruisticCase; g[start] = 0; gh[start] = new float[] { 0, 0 }; cameFrom[start] = start; }
public void Init(GridPOS pos, UnityAction callback) { this.pos = pos; Button bttn = GetComponent <Button>(); //bttn.onClick.AddListener(new UnityEngine.Events.UnityAction(ButtonClicked));//Traditional way to do it //More javascript looking way of doing this /* bttn.onClick.AddListener(() => * { * ButtonClicked(); * });*/ bttn.onClick.AddListener(callback); }