public void Awake() { pathMapDict = new Dictionary <BlockingType, PathMap>(); //for each list of blocking layers (assumes BlockingType enum starts at 0) PathMap pMap; for (int t = 0; t < tilemapMatrix.lists.Length; t++) { if (tilemapMatrix.lists[t].tileMaps.Length != 0) { //generate a PathMap pMap = MapConverter.TilemapArrToPathMap(tilemapMatrix[(BlockingType)t].tileMaps, background.cellBounds); //add to dictionary, with the current BlockingType as a key pathMapDict.Add((BlockingType)t, pMap); } } }
/* * ==== INITIALIZATION ==== * * A Navigator must generate nodes and grids based on the tilemaps in a scene. * */ //regenerates pathMap, accounting for changes in blocking tilemaps. //probably unnecessary public void RefreshPathMap(BlockingType t) { pathMapDict[t] = MapConverter.TilemapArrToPathMap(tilemapMatrix[t].tileMaps, background.cellBounds); }