/// <summary> /// Creates a GameObject representing the supplied path. /// </summary> /// <param name="path">List of nodes in path order</param> /// <returns>The generated GameObject.</returns> private GameObject MakeRouteDisplay(IList <RoadLatticeNode> path) { List <Vector2> vertices = new List <Vector2>(); foreach (RoadLatticeNode node in path) { vertices.Add(node.Location); } return(RoadLatticeTools.MakePathDebugObject(vertices, PathDisplayWidth, PathMaterial)); }
/// <summary> /// Creates a Road Lattice debug object for currently loaded map, and clears any partial path /// finding display and state. /// </summary> /// <remarks> /// Configured through the Unity editor as a handler for the DidModifyLattice event. /// </remarks> /// <param name="args">Map loaded arguments</param> public void HandleDidModifyLattice(DidModifyRoadLatticeArgs args) { if (RoadLatticeDebugObject != null) { Destroy(RoadLatticeDebugObject); } RoadLatticeDebugObject = RoadLatticeTools.MakeRoadLatticeDebugGameObject( args.RoadLattice, LatticeMaterials, IndicateNodes, ShowPartitioned); RoadLatticeDebugObject.transform.Translate(Vector3.up * LatticeDisplayY); RoadLatticeDebugObject.transform.SetParent(transform, false); }