protected void ReleaseDestination() { EReleaseDestination?.Invoke(DesiredPosition); DesiredPosition = default; _timeProgress = 0; }
public void DClearDestination() { // Queue<Vector3> localRoadMap = new Queue<Vector3>(_pointerRoadmap); int queueCount = _pointerRoadmap.Count; // _pointerRoadmap.Clear(); for (int i = 0; i < queueCount; i++) { EReleaseDestination?.Invoke(_pointerRoadmap.Dequeue()); } // while (localRoadMap.Count > 0) // { // EReleaseDestination?.Invoke(localRoadMap.Dequeue()); // } }