using System.Collections; using System.Collections.Generic; using UnityEngine; public class PathNode { private Vector3 position; public Vector2Int index; public Vector2Int parentIndex; private float scoreF; private float scoreG; private float scoreH; public List neigbors; public PathMap lowerLevel; private bool hasLowerLevel = false; private float conditionWeight = 1f; private PathNode previous; private bool blocked; public PathNode() { neigbors = new List(); position = Vector3.zero; scoreG = Mathf.Infinity; scoreF = Mathf.Infinity; scoreH = Mathf.Infinity; } public void activateNextLevel() { } public Vector3 Position { get => position; set => position = value; } public float Hscore { get => scoreH; set => scoreH = value; } public float Gscore { get => scoreG; set => scoreG = value; } public float Fscore { get => scoreF; set => scoreF = value; } public PathNode Previous { get => previous; set => previous = value; } public float ConditionWeight { get => conditionWeight; set => conditionWeight = value; } public bool Blocked { get => blocked; set => blocked = value; } public bool HasLowerLevel { get => hasLowerLevel; set => hasLowerLevel = value; } }