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- List<GameObject> options = new List<GameObject>();
- foreach (GameObject backNeighbor in endNode.GetComponent<Node>().neighbors)
- {
- if (solutionPaths.Contains(backNeighbor))
- {
- options.Add(backNeighbor);
- }
- }
- GameObject backTrackHead = options[0];
- foreach (GameObject option in options)
- {
- if (option.GetComponent<Node>().Gval < backTrackHead.GetComponent<Node>().Gval)
- {
- backTrackHead = option;
- }
- }
- backTrackHead.GetComponent<Renderer>().material.SetColor("_Color", Color.magenta);
- // while (!(backTrackHead.Equals(startingNode)))
- for (int k = 0; k < 500; k++)
- {
- if (!(backTrackHead.Equals(startingNode)))
- {
- backTrackHead.GetComponent<Node>().Gval = 1000;
- Debug.Log("iterating");
- options = new List<GameObject>();
- foreach (GameObject backNeighbor in backTrackHead.GetComponent<Node>().neighbors)
- {
- if (solutionPaths.Contains(backNeighbor))
- {
- Debug.Log("Adding options");
- options.Add(backNeighbor);
- }
- }
- options.Remove(backTrackHead);
- backTrackHead = options[0];
- foreach (GameObject option in options)
- {
- if (option.GetComponent<Node>().Gval < backTrackHead.GetComponent<Node>().Gval)
- {
- Debug.Log("Changing backtrack log");
- backTrackHead = option;
- }
- }
- backTrackHead.GetComponent<Renderer>().material.SetColor("_Color", Color.magenta);
- }
- foundSolution = true;
- }
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