public static void RemoveGraph(Bounds bounds, AgentProperties properties, bool createNewGraphAfter = true) { float offset = properties.radius * properties.offsetMultiplier; Vector3 v3Offset = new Vector3(offset, 0, offset); XZPosInt min = ToChunkPosition(bounds.min - v3Offset); XZPosInt max = ToChunkPosition(bounds.max + v3Offset); VectorInt.Vector2Int size = new VectorInt.Vector2Int(Math.Max(1, max.x - min.x + 1), Math.Max(1, max.z - min.z + 1)); RemoveGraph(min.x, min.z, properties, size.x, size.y, createNewGraphAfter); }
public BattleGridPoint(Vector3 pos, Passability passability, VectorInt.Vector2Int gridPos) { this._pos = pos; this.passability = passability; this.gridPos = gridPos; }
public ChunkData(VectorInt.Vector2Int position, int min, int max) : this(position.x, position.y, min, max) { }
public static void QueueGraph(XZPosInt pos, VectorInt.Vector2Int size, AgentProperties properties) { QueueGraph(pos.x, pos.z, properties, size.x, size.y); }