2024-11-19 11:48:21 +01:00

65 lines
1.9 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace Gley.UrbanSystem.Internal
{
[System.Serializable]
public class WaypointBase
{
public List<int> neighbors;
public List<int> prev;
public List<int> otherLanes;
public Vector3 position;
public string name;
public int listIndex;
public bool temporaryDisabled;
public List<int> allowedAgents;
public WaypointBase()
{
}
/// <summary>
/// Constructor used to convert from editor waypoint to runtime waypoint
/// </summary>
/// <param name="name"></param>
/// <param name="listIndex"></param>
/// <param name="position"></param>
/// <param name="allowedCars"></param>
/// <param name="neighbors"></param>
/// <param name="prev"></param>
/// <param name="otherLanes"></param>
/// <param name="maxSpeed"></param>
/// <param name="stop"></param>
/// <param name="giveWay"></param>
/// <param name="enter"></param>
/// <param name="exit"></param>
public WaypointBase(string name,
int listIndex,
Vector3 position,
List<int> neighbors,
List<int> prev,
List<int> otherLanes,
List<int> allowedAgents)
{
this.name = name;
this.listIndex = listIndex;
this.position = position;
this.neighbors = neighbors;
this.prev = prev;
this.otherLanes = otherLanes;
this.allowedAgents = allowedAgents;
temporaryDisabled = false;
}
/// <summary>
/// Waypoint is no longer a target for the vehicle
/// </summary>
internal virtual void Passed(int agentIndex)
{
}
}
}