public IMyPath FindPathGlobal(Vector3D begin, IMyDestinationShape end, MyEntity entity = null) { if (!MyPerGameSettings.EnablePathfinding) { return(null); } MySmartGoal goal = new MySmartGoal(end, entity); MySmartPath path1 = new MySmartPath(this); path1.Init(begin, goal); return(path1); }
public MySmartPath FindPathGlobal(Vector3D begin, IMyDestinationShape end, MyEntity entity = null) { Debug.Assert(MyPerGameSettings.EnablePathfinding, "Pathfinding is not enabled!"); if (!MyPerGameSettings.EnablePathfinding) { return(null); } ProfilerShort.Begin("MyPathfinding.FindPathGlobal"); // CH: TODO: Use pooling MySmartPath newPath = new MySmartPath(this); MySmartGoal newGoal = new MySmartGoal(end, entity); newPath.Init(begin, newGoal); ProfilerShort.End(); return(newPath); }