using UnityEngine;
using Unity.Collections;
using Pathfinding.Jobs;
namespace Pathfinding.Graphs.Grid.Jobs {
///
/// Checks if nodes are obstructed by obstacles or not.
///
/// See:
///
struct JobCheckCollisions : IJobTimeSliced {
[ReadOnly]
public NativeArray nodePositions;
public NativeArray collisionResult;
public GraphCollision collision;
int startIndex;
public void Execute () {
Execute(TimeSlice.Infinite);
}
public bool Execute (TimeSlice timeSlice) {
for (int i = startIndex; i < nodePositions.Length; i++) {
collisionResult[i] = collisionResult[i] && collision.Check(nodePositions[i]);
if ((i & 127) == 0 && timeSlice.expired) {
startIndex = i + 1;
return false;
}
}
return true;
}
}
}