using UnityEngine; namespace FloodSWE.TileGraph { public sealed class TileNode { public TileId Id; public float TileSizeMeters; public int GridRes; public Texture TerrainHeight; public Texture Porosity; public RenderTexture WaterA; public RenderTexture WaterB; public RenderTexture VelA; public RenderTexture VelB; public bool Active; public float Priority; public float MaxDepth; public float MaxSpeed; public TileNode Parent; public TileNode[] Children; public TileNode(TileId id, float tileSizeMeters, int gridRes) { Id = id; TileSizeMeters = tileSizeMeters; GridRes = gridRes; } public bool HasChildren { get { return Children != null && Children.Length == 4; } } public bool HasActiveChildren { get { if (!HasChildren) { return false; } for (int i = 0; i < Children.Length; i++) { TileNode child = Children[i]; if (child != null && child.Active) { return true; } } return false; } } } }