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Feb 4, 2020 at 10:38 vote accept Erel Segal-Halevi
Feb 4, 2020 at 10:14 answer added troien timeline score: 1
Feb 4, 2020 at 10:01 comment added Erel Segal-Halevi @troien I use this BFS in a grid world, and I want to find a path from grid location X to grid location Y. during the execution of the algorithm, I want to put a certain color on the grid locations that the algorithm looks at, so that the player sees how the algorithm works (for educational purposes). If I just run this without any delay, it runs very fast, and all grid locations are colored almost immediately. So I want to add a delay so that the progression of the algorithm is seen more clearly. So yes, I want FindPath to wait for OnNewNodeDiscovered to finish.
Feb 4, 2020 at 10:01 comment added troien To add a question based on your other comment on the answer, do you instead want FindPath to wait for OnNewNodeDiscovered to finish before continuing finding other nodes?
Feb 4, 2020 at 9:58 comment added troien To me it's unclear what you are trying to achieve here. Why do you want to have a delay inside OnNewNodeDiscovered? What progress of the algorithm are you trying to display? (do you want to run FindPath and have all nodes it found do something X seconds after you ran FindPath?) And why would returning an IEnumerator break your design in this example? As answer in the meantime, you could also just start a new coroutine (by calling StartCoroutine(myCoroutine(node)); inside the OnNewNodeDiscovered implementation) which does something after x seconds.
Feb 4, 2020 at 9:28 answer added Natalo77 timeline score: 0
Feb 4, 2020 at 9:12 history asked Erel Segal-Halevi CC BY-SA 4.0