//---------------------------------------SETUP PATH QUEUE---------------------------------------// public void InsertInQueue(Vector3 startPos, Vector3 endPos, Action <List <Vector3> > listMethod) { QueuePath q = new QueuePath(startPos, endPos, listMethod); //UnityEngine.Debug.Log ("added to queue " + q.startPos + q.endPos); queue.Add(q); }
public void InsertInQueue(Vector3 startPos, Vector3 endPos, Action <List <Vector3> > listMethod) { if (object.Equals(startPos, endPos)) { return; } QueuePath item = new QueuePath(startPos, endPos, listMethod); this.queue.Add(item); }
//---------------------------------------SETUP PATH QUEUE---------------------------------------// public void InsertInQueue(Vector3 startPos, Vector3 endPos, Action<List<Vector3>> listMethod) { QueuePath q = new QueuePath(startPos, endPos, listMethod); queue.Add(q); }
//---------------------------------------SETUP PATH QUEUE---------------------------------------// public void InsertInQueue(Vector3 startPos, Vector3 endPos, Action <List <Vector3> > listMethod) { QueuePath q = new QueuePath(startPos, endPos, listMethod); queue.Add(q); }
//---------------------------------------SETUP PATH QUEUE---------------------------------------// public void InsertInQueue(Vector2 startPos, Vector2 endPos, Action <List <WaypointNodelet> > listMethod) { QueuePath q = new QueuePath(startPos, endPos, listMethod); queue.Add(q); }
//---------------------------------------SETUP PATH QUEUE---------------------------------------// public void InsertInQueue(int p, Vector3 startPos, Vector3 endPos, Action <List <WaypointNodelet> > listMethod) { QueuePath q = new QueuePath(startPos, endPos, listMethod); paths[p].queue.Add(q); }