private void storeLocationPath(bool successful, List <Location> path, float cost) { timer.Stop(); string s = successful ? "success" : "fail"; UnityEngine.Debug.Log($"Computed path ({s} - {cost}), elapsed: {timer.Elapsed}"); State = A_STAR_TESTER_STATE.SHOWING_PATH; this.path = path; this.cost = cost; }
public void PathEndPoint() { if (State == A_STAR_TESTER_STATE.SELECT_END) { State = A_STAR_TESTER_STATE.NONE; } else { State = A_STAR_TESTER_STATE.SELECT_END; } }
public void PathStartPoint() { if (State == A_STAR_TESTER_STATE.SELECT_START) { State = A_STAR_TESTER_STATE.NONE; } else { State = A_STAR_TESTER_STATE.SELECT_START; } }
public void Clear() { State = A_STAR_TESTER_STATE.NONE; startLocation = Location.Zero; endLocation = Location.Zero; startTile = null; endTile = null; path.Clear(); cost = 0; setTextDisplay(); }