private void RecomputePath() { if (m_EndPos != Vector3.zero && m_StartPos != Vector3.zero) { m_DbgPathRenderer.Clear(); m_ComputedPathType = m_PathType; if (m_PathType == PathType.Smooth) { m_SmoothPath = RcdtcsUnityUtils.ComputeSmoothPath(m_System.m_navQuery, m_StartPos, m_EndPos); m_DbgPathRenderer.AddPath(m_SmoothPath.m_smoothPath, m_SmoothPath.m_nsmoothPath, 1.25f, Color.black, Color.white); } else if (m_PathType == PathType.Straight) { m_StraightPath = RcdtcsUnityUtils.ComputeStraightPath(m_System.m_navQuery, m_StartPos, m_EndPos); m_DbgPathRenderer.AddPath(m_StraightPath.m_straightPath, m_StraightPath.m_straightPathCount, 1.25f, Color.black, Color.white); } m_DbgPathRenderer.Rebuild(); } }