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