private DungeonPathfinder2D.PathCost OnCalculatePathCostHandler(DungeonPathfinder2D.Node arg1, DungeonPathfinder2D.Node arg2) { var pathCost = new DungeonPathfinder2D.PathCost { cost = 1 //heuristic }; pathCost.traversable = true; return(pathCost); }
private DungeonPathfinder2D.PathCost OnCalculatePathCostHandler(DungeonPathfinder2D.Node a, DungeonPathfinder2D.Node b, Vector2Int end) { var pathCost = new DungeonPathfinder2D.PathCost { cost = 1 //heuristic }; //CellType type = m_grid[b.position]; //if (type == CellType.Hallway) //{ // pathCost.cost += 100; //} //else if (type == CellType.Side) //{ // pathCost.cost += 50; //} pathCost.traversable = true; return(pathCost); }