using UnityEngine; /// /// A simple marker component to identify game objects as tiles. /// This allows the pool system to specifically track and manage tile objects. /// public class Tile : MonoBehaviour { [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; } }