// ------------------------------------------------------------------------ // ------------------------------------------------------------------------ public void enablePathfinding(PathFinding globalPathFinding, PathfindingVisualization pfVis) { // setup pathfinding and the rigidbody reference this.movementComponent = MovementComponent.Create(this.gameObject); this.particles = this.GetComponentInChildren <ParticleSystem>(); // init(Vector2 newPosition, Rigidbody parentRigidbody, Vector3 newMoveForceVector, float newTurningRate, float newPathfindingUpdateInterval, int newMaxPathfindingChecks){ int pfMaxChecks = PlayerPrefs.GetInt(Constants.PREFERENCE_PATHFINDING_MAX_CHECKS, Constants.PATHFINDING_CONFIG_DEFAULT_MAX_CHECKS); this.movementComponent.init(Vector2.right * Constants.PHYSICS_ANIMAL_MOVE_FORCE, Constants.PHYSICS_ANIMAL_TURNING_RATE, Constants.PATHFINDING_ANIMAL_UPDATE_INTERVAL, pfMaxChecks); this.movementComponent.enablePathfinding(globalPathFinding); // point to main PathFinding of the TileMap this.movementComponent.setPathfindingVis(pfVis); }