void OnEnable() { _startRenderer = StartTransform.GetComponent <Renderer>(); _endRenderer = EndTransform.GetComponent <Renderer>(); _mat = new Material(Shader.Find("Specular")); _startRenderer.sharedMaterial = _mat; _endRenderer.sharedMaterial = _mat; Areas = new AreaDefinitions <NodeFlags> { { NodeFlags.Combat, 0.4f }, { NodeFlags.Avoidance, -2f }, { NodeFlags.NearEdge, -0.5f } }; UpdatePath(); }
private void Awake() { nextPositions = new Queue <Vector3>(); _gridManager = GameObject.Find("GridManager").GetComponent <GridManager>(); //_lineRenderer = gameObject.AddComponent<LineRenderer>(); _mat = new Material(Shader.Find("Diffuse")); Areas = new AreaDefinitions <NodeFlags> { { NodeFlags.Combat, 0.4f }, { NodeFlags.Avoidance, -2f }, { NodeFlags.NearEdge, -0.5f } }; pathFinder = new BurstAStarPathFinder(_gridManager.Grid) { Areas = Areas, Grid = _gridManager.Grid, }; }