//FPS void FixedUpdate() { nextFire -= Time.deltaTime; if (nextFire <= 0.0f) { nextFire = 0.5f; shoot(); } //Debug.Log ("before Astarpath"); //Astar (); //Debug.Log ("after Astarpath"); /* * if (path != null && path.Count != 0) { * string next_move = path [0]; * path.RemoveAt (0); * Debug.Log ("A: " + next_move); * State position = new State (this.gameObject.transform.position); * apply_move (next_move, position); * } else {*/ // Debug.Log ("B"); //Debug.Log ("path: " + path[0]); State initial = new State(this.gameObject.transform.position); path = astar.Aalgorithm(initial); if (path.Count > 0) { apply_move(path [0]); //Debug.Log ("ACTION: " + path [0]); path.RemoveAt(0); } /*for (int i = 0; i < path.Count; i++) { * apply_move (path[i], initial); * }*/ }