// 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(); }
//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(); }