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		| @@ -22,11 +22,11 @@ public class Pathfinding { | ||||
|         return grid; | ||||
|     } | ||||
|  | ||||
|     public List<Vector3> FindPath(Vector3 startWorldPosition, Vector3 endWorldPosition) { | ||||
|     public List<Vector3> FindPath(Vector3 startWorldPosition, Vector3 endWorldPosition, bool ignoreIsWalkable = false) { | ||||
|         grid.GetXY(startWorldPosition, out int startX, out int startY); | ||||
|         grid.GetXY(endWorldPosition, out int endX, out int endY); | ||||
|  | ||||
|         List<PathNode> path = FindPath(startX, startY, endX, endY); | ||||
|         List<PathNode> path = FindPath(startX, startY, endX, endY, ignoreIsWalkable); | ||||
|         if (path == null) { | ||||
|             return null; | ||||
|         } else { | ||||
| @@ -38,7 +38,7 @@ public class Pathfinding { | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     public List<PathNode> FindPath(int startX, int startY, int endX, int endY) { | ||||
|     public List<PathNode> FindPath(int startX, int startY, int endX, int endY, bool ignoreIsWalkable = false) { | ||||
|         PathNode startNode = grid.GetGridObject(startX, startY); | ||||
|         PathNode endNode = grid.GetGridObject(endX, endY); | ||||
|  | ||||
| @@ -75,7 +75,7 @@ public class Pathfinding { | ||||
|  | ||||
|             foreach (PathNode neighbourNode in GetNeighbourList(currentNode)) { | ||||
|                 if (closedList.Contains(neighbourNode)) continue; | ||||
|                 if (!neighbourNode.isWalkable) { | ||||
|                 if (!neighbourNode.isWalkable && !ignoreIsWalkable) { // If neighbouring node is not walkable instantly add them to closed | ||||
|                     closedList.Add(neighbourNode); | ||||
|                     continue; | ||||
|                 } | ||||
|   | ||||
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