using UnityEngine;
namespace VoxelWorldScene
{
[DisallowMultipleComponent]
///
/// Marks a scene transform that should contribute interest before players move so spawn areas can be prewarmed for nav coverage.
///
public sealed class VoxelWorldSpawnAnchor : MonoBehaviour
{
[SerializeField, Min(0.01f)] private float priority = 2f;
///
/// Relative importance of this anchor when coverage planning competes between multiple spawn-related interests.
///
public float Priority => priority;
}
}