using UnityEngine; namespace Gley.UrbanSystem.Internal { [System.Serializable] public class Waypoint { [SerializeField] private int[] _neighbors; [SerializeField] private int[] _prev; [SerializeField] private Vector3 _position; [SerializeField] private string _name; [SerializeField] private int _listIndex; [SerializeField] private bool _temporaryDisabled; public int[] Neighbors => _neighbors; public int[] Prev => _prev; public Vector3 Position => _position; public string Name => _name; public int ListIndex => _listIndex; public bool TemporaryDisabled { get { return _temporaryDisabled; } set { _temporaryDisabled = value; } } /// /// Constructor used to convert from editor waypoint to runtime waypoint /// public Waypoint(string name, int listIndex, Vector3 position, int[] neighbors, int[] prev) { _name = name; _listIndex = listIndex; _position = position; _neighbors = neighbors; _prev = prev; _temporaryDisabled = false; } } }