using UnityEngine; namespace Gley.UrbanSystem.Internal { /// /// Stores path finding waypoints. /// public class PathFindingData : MonoBehaviour { [SerializeField] private PathFindingWaypoint[] _allPathFindingWaypoints; internal PathFindingWaypoint[] AllPathFindingWaypoints => _allPathFindingWaypoints; public void SetPathFindingWaypoints(PathFindingWaypoint[] waypoints) { _allPathFindingWaypoints = waypoints; } internal bool IsValid(out string error) { error = string.Empty; if (_allPathFindingWaypoints == null) { error= UrbanSystemErrors.NullPathFindingData; return false; } if (_allPathFindingWaypoints.Length <= 0) { error = UrbanSystemErrors.NoPathFindingWaypoints; return false; } return true; } } }