public void Next() { m_neighborDirection++; while (m_neighborDirection <= MathConstants.eDirection.count && !m_navMesh.TryGetValidNeighborNavCellIndex(m_navCellIndex, m_neighborDirection, out m_neighborNavCellIndex)) { m_neighborDirection++; } }
public bool TryGetValidNeighborNavCellIndex( uint navCellIndex, MathConstants.eDirection direction, out uint neighborCellIndex) { return(NavMesh.TryGetValidNeighborNavCellIndex( m_navCells, m_colomnCount, m_rowCount, navCellIndex, direction, out neighborCellIndex)); }