// Callback the function passed to indicate to the unit that the path request has been processed
        public void FinishedProcessingPath(Vector3[] path, bool success)
        {
            #region TEST TIMER
            #if OUTPUT_TIMER
            timer.Stop();
            UnityEngine.Debug.Log(string.Format("Elapsed time: {0} ms", timer.ElapsedMilliseconds));
            timer.Reset();
            #endif
            #endregion

            currentPathRequest.Callback(path, success);
            isProcessingPath = false;
            TryProcessNext();
        }
示例#2
0
 //Send pathfinding results back to our requester
 public void FinishProcessingPath(Vector3[] path, bool success)
 {
     m_currentProcess.Callback(path, success);
     m_isProcessingPath = false;
     TryProcessNext();
 }
 public void OnFinishedProcessingPath(Vector3[] pathPoints, bool success)
 {
     _currentPathRequest.Callback(pathPoints, success);
     _isProcessingPath = false;
     TryProcessNext();
 }