/// <summary> /// Set the state af a tile. /// </summary> /// <param name="tile">Tile</param> /// <param name="state">State</param> public void SetNodeState(Vector2Int tile, Enums.TileState state) { grid[tile.x, tile.y].SetState(state); if (state == Enums.TileState.BLOCKED || state == Enums.TileState.DISABLED) { TileBlockedEvent.Raise(tile); } }
public Node(Enums.TileState _state, Vector3 _worldPos, int _gridX, int _gridY) { data = new NodeData(); data.state = _state; worldPosition = _worldPos; gridX = _gridX; gridY = _gridY; gridPosition = new Vector2Int(gridX, gridY); movementPenalty = 0; }
public void SetState(Enums.TileState state) { data.state = state; }