private void FindAllPathsToUnloadAndLeaveMap() { MapUtil mapUtil = GameObject.Find("MapUtil").GetComponent <MapUtil>(); Node startNode = mapUtil.FindNearestNode(ship.Ship.X, ship.Ship.Y); List <Node> exitNodes = mapUtil.ExitNodes(); List <Dock> docksToUnload = mapUtil.GetAllDocksOfType(ship.Ship.Industry); if (docksToUnload.Count == 0) { Debug.LogError("No dock found!"); } foreach (Dock dock in docksToUnload) { List <ShipPath> pathsToDock; List <ShipPath> pathsToExit; pathsToDock = mapUtil.FindPath(startNode, dock.node); if (pathsToDock.Count == 0) { return; } foreach (Node exitNode in exitNodes) { pathsToExit = mapUtil.FindPath(dock.node, exitNode); if (pathsToExit.Count == 0) { foreach (ShipPath pathToDock in pathsToDock) { paths.Add(pathToDock); } } foreach (ShipPath pathToDock in pathsToDock) { foreach (ShipPath pathToExit in pathsToExit) { paths.Add(pathToDock.ConcatenatePath(pathToExit)); } } } } }
private void FindAllPathsToLeaveMap() { MapUtil mapUtil = GameObject.Find("MapUtil").GetComponent <MapUtil>(); Node startNode = mapUtil.FindNearestNode(ship.Ship.X, ship.Ship.Y); List <Node> exitNodes = mapUtil.ExitNodes(); foreach (Node exitNode in exitNodes) { List <ShipPath> pathsToExit = mapUtil.FindPath(startNode, exitNode); paths.AddRange(pathsToExit); } }