const float _NodeDimentions = 0.08f; //update CreatureBehaviour -> NodeMapCollision -> PlayerManager void Awake() { MyWord.Setup(); MyPos [0, 0] = ((transform.position.x - _NewMapCenter) / _NodeDimentions) - (((transform.position.x - _NewMapCenter) / _NodeDimentions) % 1); //Calculating Object World Position In The Node Map MyPos [0, 1] = ((transform.position.y - _NewMapCenter) / _NodeDimentions) - (((transform.position.y - _NewMapCenter) / _NodeDimentions) % 1); //Calculating Object World Position In The Node Map MyNode [0] = new Nodes(MyPos, 0); }
const float _NodeDimentions = 0.08f; //update CreatureBehaviour -> NodeMapCollision -> PlayerManager void Awake() { MyWord.Setup(); MyPos [0, 0] = ((FeetPlacements.transform.position.x - _NewMapCenter) / _NodeDimentions) - (((FeetPlacements.transform.position.x - _NewMapCenter) / _NodeDimentions) % 1); //Calculating Object World Position In The Node Map MyPos [0, 1] = ((FeetPlacements.transform.position.y - _NewMapCenter) / _NodeDimentions) - (((FeetPlacements.transform.position.y - _NewMapCenter) / _NodeDimentions) % 1); //Calculating Object World Position In The Node Map MyNode [0] = new Nodes(MyPos, 0); TheObject._CreateThePath = new AStarPathfinding_RoomPaths(GameObject.FindGameObjectWithTag("GameManager").GetComponent <ClockTest>().RoomPathsCount); //Performance Increase Is To Put This In A Different Script And Let Everyone Use That One Script, Insted Of One For Each Object TheObject._PersonalNodeMap = new CreatingObjectNodeMap(FeetPlacements.size, WalkingColliders.size.x, _NodeDimentions, TheObject.PathfindingNodeID, MyNode); }