public void findPath(Hex start2) { curentPath = new List <Hex>(); curentPath = FindPath.FindPathInHex(start, start2, hexRangeMove); curentPath.Reverse(); if (curentPath.Count > 0 && isWalkNow == false) { Hex curentselectHex = layot.Vector3ToHex(transform.position); GameObject curenTile = menagerScript.FindMapTileFromHex(curentselectHex); GameObject curent = curenTile.GetComponent <MapTile>().curentTileSelect; curent.GetComponent <MeshRenderer>().enabled = false; DeactivAllArrow(); bool isHaveShotgunEqip = animator.GetBool("Equipshotgun"); if (isHaveShotgunEqip == true) { animator.SetBool("shotgunWalk", true); } else { animator.SetBool("isWalkNow", true); } StartCoroutine(TravelWithCurentPath(curentPath)); /*foreach (var item in curentPath) * { * GameObject to = GameObject.CreatePrimitive(PrimitiveType.Cube); * to.transform.position = layot.HexToVector3(item); * * }*/ // GameObject to = GameObject.CreatePrimitive(PrimitiveType.Cube); // to.transform.position = layot.HexToVector3(curentPath[1]); } }