public void Visualize(Vector2 position, Color color, float delay) { icon.color = color; rectTransform.localPosition = position; JobAction jobAction = (float timeStamp, bool isComplete) => { isVisualize = true; }; JobSystem.ScheduleUntil(jobAction, delay); }
private void OnVisualize() { if (!GridBoard.current.IsPathSet()) { return; } pathDrawer.Reset(); List <Coord> path = GetPath(GridBoard.current.GetPointACoord(), GridBoard.current.GetPointBCoord(), mapGrid, true); JobAction scheduledAction = (float timeStamp, bool isCompleted) => { pathDrawer.DrawPath(path); }; JobSystem.ScheduleUntil(scheduledAction, AppSystem.path_delay); }
public void DrawPath(List <Coord> path) { ResetDotTiles(); float delay = 0f; float intervalDelay = 0.001f; int index = 0; for (int i = 0; i < path.Count - 1; i++) { JobAction scheduledAction = (float timeStampe, bool isComplete) => { GameObject dotTile = dotTilePool.GetInstance(); dotTile.GetComponent <RectTransform>().localPosition = Utility.GetPositionInPixel(path[index].col, path[index].row); dotTile.SetActive(true); activeDotTiles.Add(dotTile); index++; }; JobSystem.ScheduleUntil(scheduledAction, delay); delay += intervalDelay; } }