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AppleHillsProduction/Assets/Scripts/Minigames/DivingForPictures/Tiles/Tile.cs

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using UnityEngine;
/// <summary>
/// A simple marker component to identify game objects as tiles.
/// This allows the pool system to specifically track and manage tile objects.
/// </summary>
public class Tile : MonoBehaviour
{
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[Header("Path In")]
public bool pathInLeft;
public bool pathInCenter;
public bool pathInRight;
[Header("Path Out")]
public bool pathOutLeft;
public bool pathOutCenter;
public bool pathOutRight;
[Header("Difficulty")]
public int difficultyLevel; // 1 (easy) to 5 (hard)
// --- FLOATING AREA LOGIC ---
[Header("Middle Obstacle")]
// Indicates if this tile has a floating area in the middle
public bool hasFloatingAreaMiddle;
// Indicates if this tile continues a floating area in the middle
public bool continuesFloatingAreaMiddle;
// Indicates if this tile ends a floating area in the middle
public bool endsFloatingAreaMiddle;
// You can set these in the Inspector for each tile prefab to control floating area behavior
// This is primarily a marker component, but we could add tile-specific properties here if needed
// Optional: Add properties that might be useful for all tiles
[SerializeField] private int tileIndex;
public int TileIndex
{
get => tileIndex;
set => tileIndex = value;
}
}