using System.Collections.Generic; namespace SceneManager { public enum State { Uninitialized, Creating, Finished } public class Path { public int PathNum { get; private set; } //public bool PathFinished { get; private set; } public bool IsEnabled { get; private set; } public State State { get; set; } public List Waypoints = new List(); public Path(int pathNum, bool pathFinished, bool pathDisabled, List waypoints) { PathNum = pathNum; //PathFinished = pathFinished; IsEnabled = pathDisabled; Waypoints = waypoints; } public Path(int pathNum, State pathState) { PathNum = pathNum; State = pathState; //PathFinished = pathFinished; } public void SetPathNumber(int pathNum) { PathNum = pathNum; } //public void FinishPath() //{ // PathFinished = true; //} private void LowerWaypointBlipsOpacity() { foreach (Waypoint wp in Waypoints) { wp.Blip.Alpha = 0.5f; if (wp.CollectorRadiusBlip) { wp.CollectorRadiusBlip.Alpha = 0.25f; } } } private void RestoreWaypointBlipsOpacity() { foreach (Waypoint wp in Waypoints) { wp.Blip.Alpha = 1.0f; if (wp.CollectorRadiusBlip) { wp.CollectorRadiusBlip.Alpha = 0.5f; } } } public void DisablePath() { IsEnabled = false; LowerWaypointBlipsOpacity(); } public void EnablePath() { IsEnabled = true; } } }