using UnityEngine;
using System.Collections;

public class StoppingPoint : MonoBehaviour {

	[SerializeField] public StoppingPoint[] adjacentPoints;
	public Door adjacentDoor;
	public int stepsToExit;

	//each can be labeled into appropriate rooms for more AI logic
	//this has not been implemented
	/*enum AccessPoint
	{
		Exit,
		Bathroom,
		Closet,
		Balcony
	}

	//not implemented
	private StoppingPoint GetClosestToAccess(AccessPoint destination)
	{
		return this;
	}
	*/
}
