public void SetState(Node.eState state) { switch (state) { case Node.eState.BLOCKER: image.sprite = GameManager.PersistentData.GameConfiguration.blocked; break; case Node.eState.START: image.sprite = GameManager.PersistentData.GameConfiguration.start; break; case Node.eState.END_OPEN: image.sprite = GameManager.PersistentData.GameConfiguration.open_door; break; case Node.eState.END_LOCKED: image.sprite = GameManager.PersistentData.GameConfiguration.closed_door; break; default: image.sprite = GameManager.PersistentData.GameConfiguration.empty; break; } }
protected Pool <Node> .Node CreateNode(int nodeIndex) { System.Diagnostics.Debug.Assert(m_nodePool.ActiveCount == m_expandedNodes.Count); Pool <Node> .Node newNode = m_nodePool.Get(); m_expandedNodes[nodeIndex] = newNode; Node.eState nodeState = Node.eState.kUnvisited; if (World.IsNodeBlocked(nodeIndex)) { nodeState = Node.eState.kBlocked; } newNode.Item.Awake(nodeIndex, nodeState); System.Diagnostics.Debug.Assert(m_nodePool.ActiveCount == m_expandedNodes.Count); return(newNode); }