public RoadNode(int idx, Transform prevChunk, float prevRotY, int prevCost, RoadCreator creator, ArrayList pathUntilNow, Transform destiny) { this.creator = creator; this.chunkIdx=idx; this.destination = destiny; this.pathUntilNow = (ArrayList)pathUntilNow.Clone(); this.pathUntilNow.Add(chunkIdx); GameObject currentChunk = UnityEngine.Object.Instantiate (creator.roadChunks[chunkIdx]) as GameObject; currentChunk.collider.enabled=false; currentChunk.name= "Astar"; currentChunk.tag="starchunk"; this.overlap = creator.putChunk(prevChunk, prevRotY, currentChunk); this.mountPoint = currentChunk.GetComponent<RoadChunk>().mountPoint; this.costSoFar = prevCost + Mathf.Abs((int)(this.mountPoint.transform.localPosition.x)) + Mathf.Abs((int)(this.mountPoint.transform.localPosition.z)); this.rotY = prevRotY + mountPoint.localRotation.eulerAngles.y; }
public RoadNode(int idx, Transform prevChunk, float prevRotY, int prevCost, RoadCreator creator, ArrayList pathUntilNow, Transform destiny) { this.creator = creator; this.chunkIdx = idx; this.destination = destiny; this.pathUntilNow = (ArrayList)pathUntilNow.Clone(); this.pathUntilNow.Add(chunkIdx); GameObject currentChunk = UnityEngine.Object.Instantiate(creator.roadChunks[chunkIdx]) as GameObject; currentChunk.collider.enabled = false; currentChunk.name = "Astar"; currentChunk.tag = "starchunk"; this.overlap = creator.putChunk(prevChunk, prevRotY, currentChunk); this.mountPoint = currentChunk.GetComponent <RoadChunk>().mountPoint; this.costSoFar = prevCost + Mathf.Abs((int)(this.mountPoint.transform.localPosition.x)) + Mathf.Abs((int)(this.mountPoint.transform.localPosition.z)); this.rotY = prevRotY + mountPoint.localRotation.eulerAngles.y; }