using System.Collections.Generic; public partial class Map { private List _runTimeTerrainProperty = new List(); public List runtimeTerrainProperty => _runTimeTerrainProperty; public struct RuntimeBlockProperty { public bool banAttack; public RuntimeBlockProperty(TerrainTypeProperty data) { 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; } } public bool GetRuntimeBlockProperty(int cellIndex, out RuntimeBlockProperty data) { if (cellIndex >= 0 && cellIndex < _runTimeTerrainProperty.Count) { data = _runTimeTerrainProperty[cellIndex]; return true; } data = new RuntimeBlockProperty(); return false; } }