NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Map/Map.Runtime.cs

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using System.Collections.Generic; using Framework; using UnityEngine; namespace Gameplay { public partial class Map { private List<RuntimeBlockProperty> _runTimeTerrainProperty = new List<RuntimeBlockProperty>(); public List<RuntimeBlockProperty> runtimeTerrainProperty => _runTimeTerrainProperty; public struct RuntimeBlockProperty { public bool selectable; public int crossLevel; public bool banAttack; //public bool banGFX; //public bool isEmptyBlock; public RuntimeBlockProperty(TerrainTypeProperty data) { selectable = data.selectable; crossLevel = data.crossLevel; banAttack = data.banAttack; // banGFX = data.banGFX; // isEmptyBlock = data.emptyBlock; } } public void SetRuntimeBlockProperty(int cellIndex, RuntimeBlockProperty data) { if (cellIndex >= 0 && cellIndex < _runTimeTerrainProperty.Count) { _runTimeTerrainProperty[cellIndex] = data; UpdateTGSByData(_terrainGridSystem, cellIndex, data); } } public bool GetRuntimeBlockProperty(int cellIndex, out RuntimeBlockProperty data) { if (cellIndex >= 0 && cellIndex < _runTimeTerrainProperty.Count) { data = _runTimeTerrainProperty[cellIndex]; return true; } data = new RuntimeBlockProperty(); return false; } } }