public bool CanOccupy(Node node) { OccupationAvailability availability = node.OccupationAvailability; if (availability == OccupationAvailability.CanOccupy) { return(true); } if (availability == OccupationAvailability.CanNotOccupy) { return(false); } if (availability == OccupationAvailability.Undefined) { return(CheckAvailability(node)); } return(true); }
public Node(Vector3 position) { Position = position; OccupationAvailability = OccupationAvailability.Undefined; }
public void Reset() { PathWeight = float.MaxValue; OccupationAvailability = OccupationAvailability.CanOccupy; }
public Node(Vector3 position) { EnemyDatas = new List <EnemyData>(); Position = position; OccupationAvailability = OccupationAvailability.Undefined; }