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			47 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			47 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System.Collections;
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| using System.Collections.Generic;
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| using UnityEngine;
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| 
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| public class PathNode
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| {
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| 
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|     private Vector3 position;
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|     public Vector2Int index;
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|     public Vector2Int parentIndex;
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|     private float scoreF;
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|     private float scoreG;
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|     private float scoreH;
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|     public List<PathNode> neigbors;
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|     public PathMap lowerLevel;
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|     private bool hasLowerLevel = false;
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|     private float conditionWeight = 1f;
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|     private PathNode previous;
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|     private bool blocked;
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| 
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| 
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|     public PathNode()
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|     {
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|         neigbors = new List<PathNode>();
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|         position = Vector3.zero;
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|         index = new Vector2Int(0,0);
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|         parentIndex = new Vector2Int(0,0);
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|         scoreG = Mathf.Infinity;
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|         scoreF = Mathf.Infinity;
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|         scoreH = Mathf.Infinity;
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|     }
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| 
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|     public void activateNextLevel()
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|     {
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| 
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|     }
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| 
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|     public Vector3 Position { get => position; set => position = value; }
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|     public float Hscore { get => scoreH; set => scoreH = value; }
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|     public float Gscore { get => scoreG; set => scoreG = value; }
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|     public float Fscore { get => scoreF; set => scoreF = value; }
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|     public PathNode Previous { get => previous; set => previous = value; }
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|     public float ConditionWeight { get => conditionWeight; set => conditionWeight = value; }
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|     public bool Blocked { get => blocked; set => blocked = value; }
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|     public bool HasLowerLevel { get => hasLowerLevel; set => hasLowerLevel = value; }
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| }
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