protected override void Start() { base.Start(); circleSmallGrid = new GameObject[EnvironmentManager.environmentManager.XN, EnvironmentManager.environmentManager.YM]; path = new Stack <AStarPriorityQueueNode>(); nextNodePosition = transform.position; nextNode = new AStarPriorityQueueNode(0f, EnvironmentManager.environmentManager.GetIndexX(this.nextNodePosition.x), EnvironmentManager.environmentManager.GetIndexY(this.nextNodePosition.y), -1, -1); personalityUniform = MyStaticLibrary.NextRandomUniformArray(5, -1f, 1f); personalityGaussian = MyStaticLibrary.NextRandomGaussianArray(5); }
private Collider2D GetMinDistanceItemCollider() { int itemLayerMask = LayersManager.layersManager.allLayerMaskArray[LayersManager.layersManager.itemLayer]; Collider2D[] itemColliderArray = Physics2D.OverlapCircleAll(transform.position, itemHandleRadius, itemLayerMask); Collider2D minDistanceItemCollider = null; float minDistanceItemColliderDistance = float.MaxValue; for (int rh = 0; rh < itemColliderArray.Length; rh++) { float itemColliderDistance = MyStaticLibrary.GetDistance(transform.position, itemColliderArray[rh].ClosestPoint(transform.position)); if (itemColliderDistance < minDistanceItemColliderDistance) { minDistanceItemCollider = itemColliderArray[rh]; minDistanceItemColliderDistance = itemColliderDistance; } } return(minDistanceItemCollider); }
public async Task DoExternalWorkAsync(string sourcePath, MyModel model) { return(await MyStaticLibrary.DoExternalWorkAsync(sourcePath, model)); }
protected override void Start() { base.Start(); rotateFactor = MyStaticLibrary.maxMagnitudeFloat(personalityUniform); }
protected bool IsAtNextNodePosition() { bool isAtNextNodePosition = MyStaticLibrary.GetDistance(transform.position, nextNodePosition) < MyStaticLibrary._sqrt0_5; return(isAtNextNodePosition); }