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C# NetInfo.TrimHighwayProps方法代码示例

本文整理汇总了C#中NetInfo.TrimHighwayProps方法的典型用法代码示例。如果您正苦于以下问题:C# NetInfo.TrimHighwayProps方法的具体用法?C# NetInfo.TrimHighwayProps怎么用?C# NetInfo.TrimHighwayProps使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在NetInfo的用法示例。


在下文中一共展示了NetInfo.TrimHighwayProps方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: BuildUp


//.........这里部分代码省略.........
                    //    @"NewNetwork\Highway2L\Textures\Elevated_NodeLOD__AlphaMap.png",
                    //    @"NewNetwork\Highway2L\Textures\Elevated_NodeLOD__XYSMap.png"));
                    break;

                case NetInfoVersion.Slope:
                    info.SetNodesTexture(
                        new TexturesSet
                           (@"NewNetwork\Highway2L\Textures\Slope_Node__MainTex.png",
                            @"NewNetwork\Highway2L\Textures\Slope_Node__AlphaMap.png"),
                        new TexturesSet
                           (@"NewNetwork\Highway2L\Textures\Slope_NodeLOD__MainTex.png",
                            @"NewNetwork\Highway2L\Textures\Slope_NodeLOD__AlphaMap.png",
                            @"NewNetwork\Highway2L\Textures\Slope_NodeLOD__XYSMap.png"));
                    break;

                case NetInfoVersion.Tunnel:
                    break;
            }


            ///////////////////////////
            // Set up                //
            ///////////////////////////
            info.m_availableIn = ItemClass.Availability.All;
            info.m_createPavement = (version == NetInfoVersion.Slope);
            info.m_createGravel = (version == NetInfoVersion.Ground);
            info.m_averageVehicleLaneSpeed = 2f;
            info.m_hasParkingSpaces = false;
            info.m_hasPedestrianLanes = false;

            info.m_UnlockMilestone = highwayInfo.m_UnlockMilestone;


            // Disabling Parkings and Peds
            foreach (var l in info.m_lanes)
            {
                switch (l.m_laneType)
                {
                    case NetInfo.LaneType.Parking:
                        l.m_laneType = NetInfo.LaneType.None;
                        break;
                    case NetInfo.LaneType.Pedestrian:
                        l.m_laneType = NetInfo.LaneType.None;
                        break;
                }
            }

            // Setting up lanes
            var vehiculeLanes = info.m_lanes
                .Where(l => l.m_laneType != NetInfo.LaneType.None)
                .OrderBy(l => l.m_similarLaneIndex)
                .ToArray();

            for (int i = 0; i < vehiculeLanes.Length; i++)
            {
                var l = vehiculeLanes[i];
                l.m_allowStop = false;
                l.m_speedLimit = 2f;

                if (version == NetInfoVersion.Ground)
                {
                    l.m_verticalOffset = 0f;
                }
            }


            if (version == NetInfoVersion.Ground)
            {
                var hwPlayerNetAI = highwayInfo.GetComponent<PlayerNetAI>();
                var playerNetAI = info.GetComponent<PlayerNetAI>();

                if (hwPlayerNetAI != null && playerNetAI != null)
                {
                    playerNetAI.m_constructionCost = hwPlayerNetAI.m_constructionCost * 2 / 3;
                    playerNetAI.m_maintenanceCost = hwPlayerNetAI.m_maintenanceCost * 2 / 3;
                }
            }
            else // Same as the original oneway
            {

            }

            var roadBaseAI = info.GetComponent<RoadBaseAI>();

            if (roadBaseAI != null)
            {
                roadBaseAI.m_highwayRules = true;
                roadBaseAI.m_trafficLights = false;
            }

            var roadAI = info.GetComponent<RoadAI>();

            if (roadAI != null)
            {
                roadAI.m_enableZoning = false;
            }

            info.SetHighwayProps(highwayInfo);
            info.TrimHighwayProps();
        }
开发者ID:TheColorRed,项目名称:CSL.NetworkExtensions,代码行数:101,代码来源:Highway2LBuilder.cs

示例2: BuildUp


//.........这里部分代码省略.........
                        new TexturesSet
                           (@"NewNetwork\Highway6L\Textures\Slope_NodeLOD__MainTex.png",
                            @"NewNetwork\Highway6L\Textures\Slope_NodeLOD__APRMap.png",
                            @"NewNetwork\Highway6L\Textures\Slope_NodeLOD__XYSMap.png"));
                    break;

                case NetInfoVersion.Tunnel:
                    break;
            }


            ///////////////////////////
            // Set up                //
            ///////////////////////////
            info.m_availableIn = ItemClass.Availability.All;
            info.m_createPavement = (version == NetInfoVersion.Slope);
            info.m_createGravel = (version == NetInfoVersion.Ground);
            info.m_averageVehicleLaneSpeed = 2f;
            info.m_hasParkingSpaces = false;
            info.m_hasPedestrianLanes = false;

            info.m_UnlockMilestone = highwayInfo.m_UnlockMilestone;


            // Disabling Parkings and Peds
            foreach (var l in info.m_lanes)
            {
                switch (l.m_laneType)
                {
                    case NetInfo.LaneType.Parking:
                        l.m_laneType = NetInfo.LaneType.None;
                        break;
                    case NetInfo.LaneType.Pedestrian:
                        l.m_laneType = NetInfo.LaneType.None;
                        break;
                }
            }

            // Setting up lanes
            var vehiculeLanes = info.m_lanes
                .Where(l => l.m_laneType != NetInfo.LaneType.None)
                .OrderBy(l => l.m_similarLaneIndex)
                .ToArray();
            var nbLanes = vehiculeLanes.Count(); // Supposed to be 6

            const float laneWidth = 2f; // TODO: Make it 2.5 with new texture
            const float laneWidthPad = 1f;
            const float laneWidthTotal = laneWidth + laneWidthPad;
            var positionStart = (laneWidthTotal * ((1f - nbLanes) / 2f));

            for (int i = 0; i < vehiculeLanes.Length; i++)
            {
                var l = vehiculeLanes[i];
                l.m_allowStop = false;
                l.m_speedLimit = 2f;

                if (version == NetInfoVersion.Ground)
                {
                    l.m_verticalOffset = 0f;
                }

                l.m_width = laneWidthTotal;
                l.m_position = positionStart + i * laneWidthTotal;
            }


            if (version == NetInfoVersion.Ground)
            {
                var hwPlayerNetAI = highwayInfo.GetComponent<PlayerNetAI>();
                var playerNetAI = info.GetComponent<PlayerNetAI>();

                if (hwPlayerNetAI != null && playerNetAI != null)
                {
                    playerNetAI.m_constructionCost = hwPlayerNetAI.m_constructionCost * 2;
                    playerNetAI.m_maintenanceCost = hwPlayerNetAI.m_maintenanceCost * 2;
                }
            }
            else // Same as the original oneway
            {

            }

            var roadBaseAI = info.GetComponent<RoadBaseAI>();

            if (roadBaseAI != null)
            {
                roadBaseAI.m_highwayRules = true;
                roadBaseAI.m_trafficLights = false;
            }

            var roadAI = info.GetComponent<RoadAI>();

            if (roadAI != null)
            {
                roadAI.m_enableZoning = false;
            }

            info.SetHighwayProps(highwayInfo);
            info.TrimHighwayProps();
        }
开发者ID:H3lls7rik3r,项目名称:CSL.NetworkExtensions,代码行数:101,代码来源:Highway6LBuilder.cs

示例3: BuildUp


//.........这里部分代码省略.........
                    break;

                case NetInfoVersion.Tunnel:
                    break;
            }



            ///////////////////////////
            // Set up                //
            ///////////////////////////
            var highwayInfo = ToolsCSL.FindPrefab<NetInfo>("Highway");

            info.m_createPavement = (version != NetInfoVersion.Ground);
            info.m_createGravel = (version == NetInfoVersion.Ground);
            info.m_averageVehicleLaneSpeed = 2f;
            info.m_hasParkingSpaces = false;
            info.m_hasPedestrianLanes = false;

            info.m_UnlockMilestone = highwayInfo.m_UnlockMilestone;

            // Activate with a new mesh
            //info.m_class = highwayInfo.m_class;

            // Test 
            //info.m_surfaceLevel = 0;


            // Disabling Parkings and Peds
            foreach (var l in info.m_lanes)
            {
                switch (l.m_laneType)
                {
                    case NetInfo.LaneType.Parking:
                        l.m_laneType = NetInfo.LaneType.None;
                        break;
                    case NetInfo.LaneType.Pedestrian:
                        l.m_laneType = NetInfo.LaneType.None;
                        break;
                }
            }

            // Setting up lanes
            var vehiculeLanes = info.m_lanes
                .Where(l => l.m_laneType != NetInfo.LaneType.None)
                .OrderBy(l => l.m_similarLaneIndex)
                .ToArray();
            var nbLanes = vehiculeLanes.Count(); // Supposed to be 6

            const float laneWidth = 2f; // TODO: Make it 2.5 with new texture
            const float laneWidthPad = 1f;
            const float laneWidthTotal = laneWidth + laneWidthPad;
            var positionStart = (laneWidthTotal * ((1f - nbLanes) / 2f));

            for (int i = 0; i < vehiculeLanes.Length; i++)
            {
                var l = vehiculeLanes[i];
                l.m_allowStop = false;
                l.m_speedLimit = 2f;
                //l.m_verticalOffset = 0f;
                l.m_width = laneWidthTotal;
                l.m_position = positionStart + i * laneWidthTotal;
            }


            if (version == NetInfoVersion.Ground)
            {
                var hwPlayerNetAI = highwayInfo.GetComponent<PlayerNetAI>();
                var playerNetAI = info.GetComponent<PlayerNetAI>();

                if (hwPlayerNetAI != null && playerNetAI != null)
                {
                    playerNetAI.m_constructionCost = hwPlayerNetAI.m_constructionCost * 2;
                    playerNetAI.m_maintenanceCost = hwPlayerNetAI.m_maintenanceCost * 2;
                }
            }
            else // Same as the original oneway
            {

            }

            var roadBaseAI = info.GetComponent<RoadBaseAI>();

            if (roadBaseAI != null)
            {
                roadBaseAI.m_highwayRules = true;
                roadBaseAI.m_trafficLights = false;
            }

            var roadAI = info.GetComponent<RoadAI>();

            if (roadAI != null)
            {
                roadAI.m_enableZoning = false;
                roadAI.m_trafficLights = false;
            }

            info.SetHighwayProps(highwayInfo);
            info.TrimHighwayProps();
        }
开发者ID:andreharv,项目名称:CSL.NetworkExtensions,代码行数:101,代码来源:Highway6LBuilder.cs


注:本文中的NetInfo.TrimHighwayProps方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。