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	Minor Cleanup
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		| @@ -18,12 +18,10 @@ public class NPCController : MonoBehaviour | ||||
|     void Start() | ||||
|     { | ||||
|         startPoint = new Vector3(0, 0, 0); | ||||
|         endPoint = new Vector3(200, 0, 900); | ||||
|         endPoint = new Vector3(100, 0, 40); | ||||
|         rows = 30; | ||||
|         Map = new PathMap(new Vector3(0, 0, 0), rows, rows, 900); | ||||
|         Map.setupMapWithNextLayer(); | ||||
|  | ||||
|         List<PathNode> parentPath; | ||||
|         //Looking through the low res search | ||||
|          | ||||
|     } | ||||
| @@ -40,10 +38,10 @@ public class NPCController : MonoBehaviour | ||||
|              | ||||
|  | ||||
|         } | ||||
|         else if(!second && first){ | ||||
|         else if(!second && first && true){ | ||||
|             second = true; | ||||
|             Debug.Log(Time.time * 1000); | ||||
|             if (path != null && true) | ||||
|             if (path != null && false) | ||||
|             { | ||||
|                 for (int i = 0; i < path.Count - 1; i++) | ||||
|                 { | ||||
|   | ||||
| @@ -17,7 +17,6 @@ public class PathMap | ||||
|     private float height = 0; | ||||
|     public Terrain t; | ||||
|     private float w, h; | ||||
|     private bool divided = false; | ||||
|  | ||||
|     private List<PathNode> openList; | ||||
|     private List<PathNode> closedList; | ||||
| @@ -388,8 +387,6 @@ public class PathMap | ||||
|  | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         divided = true; | ||||
|     } | ||||
|     private float heuristic(PathNode p1, PathNode p2) | ||||
|     { | ||||
|   | ||||
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