/// <summary>Creates any missing blocks</summary>
            /// <param name="BlocksUsed">The total number of blocks currently used (Will be updated via ref)</param>
            /// <param name="ToIndex">The block index to process until</param>
            /// <param name="PreviewOnly">Whether this is a preview only</param>
            internal void CreateMissingBlocks(ref int BlocksUsed, int ToIndex, bool PreviewOnly)
            {
                if (ToIndex >= BlocksUsed)
                {
                    while (Blocks.Length <= ToIndex)
                    {
                        Array.Resize(ref Blocks, Blocks.Length << 1);
                    }
                    for (int i = BlocksUsed; i <= ToIndex; i++)
                    {
                        Blocks[i] = new Block(PreviewOnly);
                        if (!PreviewOnly)
                        {
                            Blocks[i].Background = -1;
                            Blocks[i].Fog        = Blocks[i - 1].Fog;
                            Blocks[i].FogDefined = false;
                            Blocks[i].Cycle      = Blocks[i - 1].Cycle;
                            Blocks[i].RailCycles = Blocks[i - 1].RailCycles;
                            Blocks[i].Height     = double.NaN;
                        }
                        Blocks[i].RailType = new int[Blocks[i - 1].RailType.Length];
                        if (!PreviewOnly)
                        {
                            for (int j = 0; j < Blocks[i].RailType.Length; j++)
                            {
                                int rc = -1;
                                if (Blocks[i].RailCycles.Length > j)
                                {
                                    rc = Blocks[i].RailCycles[j].RailCycleIndex;
                                }
                                if (rc != -1 && Structure.RailCycles.Length > rc && Structure.RailCycles[rc].Length > 1)
                                {
                                    int cc = Blocks[i].RailCycles[j].CurrentCycle;
                                    if (cc == Structure.RailCycles[rc].Length - 1)
                                    {
                                        Blocks[i].RailType[j] = Structure.RailCycles[rc][0];
                                        Blocks[i].RailCycles[j].CurrentCycle = 0;
                                    }
                                    else
                                    {
                                        cc++;
                                        Blocks[i].RailType[j] = Structure.RailCycles[rc][cc];
                                        Blocks[i].RailCycles[j].CurrentCycle++;
                                    }
                                }
                                else
                                {
                                    Blocks[i].RailType[j] = Blocks[i - 1].RailType[j];
                                }
                            }
                        }

                        for (int j = 0; j < Blocks[i - 1].Rails.Count; j++)
                        {
                            int  key  = Blocks[i - 1].Rails.ElementAt(j).Key;
                            Rail rail = new Rail
                            {
                                RailStarted        = Blocks[i - 1].Rails[key].RailStarted,
                                RailStart          = new Vector2(Blocks[i - 1].Rails[key].RailStart),
                                RailStartRefreshed = false,
                                RailEnded          = false,
                                RailEnd            = new Vector2(Blocks[i - 1].Rails[key].RailStart)
                            };
                            Blocks[i].Rails.Add(key, rail);
                        }
                        if (!PreviewOnly)
                        {
                            Blocks[i].RailWall = new WallDike[Blocks[i - 1].RailWall.Length];
                            for (int j = 0; j < Blocks[i].RailWall.Length; j++)
                            {
                                if (Blocks[i - 1].RailWall[j] == null || !Blocks[i - 1].RailWall[j].Exists)
                                {
                                    continue;
                                }
                                Blocks[i].RailWall[j] = Blocks[i - 1].RailWall[j].Clone();
                            }
                            Blocks[i].RailDike = new WallDike[Blocks[i - 1].RailDike.Length];
                            for (int j = 0; j < Blocks[i].RailDike.Length; j++)
                            {
                                if (Blocks[i - 1].RailDike[j] == null || !Blocks[i - 1].RailDike[j].Exists)
                                {
                                    continue;
                                }
                                Blocks[i].RailDike[j] = Blocks[i - 1].RailDike[j].Clone();
                            }
                            Blocks[i].RailPole = new Pole[Blocks[i - 1].RailPole.Length];
                            for (int j = 0; j < Blocks[i].RailPole.Length; j++)
                            {
                                Blocks[i].RailPole[j] = Blocks[i - 1].RailPole[j];
                            }
                        }
                        Blocks[i].Pitch             = Blocks[i - 1].Pitch;
                        Blocks[i].CurrentTrackState = Blocks[i - 1].CurrentTrackState;
                        Blocks[i].Turn               = 0.0;
                        Blocks[i].Accuracy           = Blocks[i - 1].Accuracy;
                        Blocks[i].AdhesionMultiplier = Blocks[i - 1].AdhesionMultiplier;
                    }
                    BlocksUsed = ToIndex + 1;
                }
            }
Beispiel #2
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            /// <summary>Creates any missing blocks</summary>
            /// <param name="ToIndex">The block index to process until</param>
            /// <param name="PreviewOnly">Whether this is a preview only</param>
            internal void CreateMissingBlocks(int ToIndex, bool PreviewOnly)
            {
                if (ToIndex >= Blocks.Count)
                {
                    for (int i = Blocks.Count; i <= ToIndex; i++)
                    {
                        Blocks.Add(new Block(PreviewOnly));
                        if (!PreviewOnly)
                        {
                            Blocks[i].Background             = -1;
                            Blocks[i].Fog                    = Blocks[i - 1].Fog;
                            Blocks[i].FogDefined             = false;
                            Blocks[i].Cycle                  = Blocks[i - 1].Cycle;
                            Blocks[i].RailCycles             = Blocks[i - 1].RailCycles;
                            Blocks[i].Height                 = double.NaN;
                            Blocks[i].SnowIntensity          = Blocks[i - 1].SnowIntensity;
                            Blocks[i].RainIntensity          = Blocks[i - 1].RainIntensity;
                            Blocks[i].WeatherObject          = Blocks[i - 1].WeatherObject;
                            Blocks[i].LightDefinition        = Blocks[i - 1].LightDefinition;
                            Blocks[i].DynamicLightDefinition = Blocks[i - 1].DynamicLightDefinition;
                        }
                        Blocks[i].RailType = new int[Blocks[i - 1].RailType.Length];
                        if (!PreviewOnly)
                        {
                            for (int j = 0; j < Blocks[i].RailType.Length; j++)
                            {
                                int rc = -1;
                                if (Blocks[i].RailCycles.Length > j)
                                {
                                    rc = Blocks[i].RailCycles[j].RailCycleIndex;
                                }
                                if (rc != -1 && Structure.RailCycles.Length > rc && Structure.RailCycles[rc].Length > 1)
                                {
                                    int cc = Blocks[i].RailCycles[j].CurrentCycle;
                                    if (cc == Structure.RailCycles[rc].Length - 1)
                                    {
                                        Blocks[i].RailType[j] = Structure.RailCycles[rc][0];
                                        Blocks[i].RailCycles[j].CurrentCycle = 0;
                                    }
                                    else
                                    {
                                        cc++;
                                        Blocks[i].RailType[j] = Structure.RailCycles[rc][cc];
                                        Blocks[i].RailCycles[j].CurrentCycle++;
                                    }
                                }
                                else
                                {
                                    Blocks[i].RailType[j] = Blocks[i - 1].RailType[j];
                                }
                            }
                        }

                        for (int j = 0; j < Blocks[i - 1].Rails.Count; j++)
                        {
                            int  key  = Blocks[i - 1].Rails.ElementAt(j).Key;
                            Rail rail = new Rail
                            {
                                RailStarted        = Blocks[i - 1].Rails[key].RailStarted,
                                RailStart          = new Vector2(Blocks[i - 1].Rails[key].RailStart),
                                RailStartRefreshed = false,
                                RailEnded          = false,
                                RailEnd            = new Vector2(Blocks[i - 1].Rails[key].RailStart)
                            };
                            Blocks[i].Rails.Add(key, rail);
                        }
                        if (!PreviewOnly)
                        {
                            Blocks[i].RailWall = new Dictionary <int, WallDike>();
                            for (int j = 0; j < Blocks[i - 1].RailWall.Count; j++)
                            {
                                int key = Blocks[i - 1].RailWall.ElementAt(j).Key;
                                if (Blocks[i - 1].RailWall[key] == null || !Blocks[i - 1].RailWall[key].Exists)
                                {
                                    continue;
                                }
                                Blocks[i].RailWall.Add(key, Blocks[i - 1].RailWall[key].Clone());
                            }
                            Blocks[i].RailDike = new Dictionary <int, WallDike>();
                            for (int j = 0; j < Blocks[i - 1].RailDike.Count; j++)
                            {
                                int key = Blocks[i - 1].RailDike.ElementAt(j).Key;
                                if (Blocks[i - 1].RailDike[key] == null || !Blocks[i - 1].RailDike[key].Exists)
                                {
                                    continue;
                                }
                                Blocks[i].RailDike.Add(key, Blocks[i - 1].RailDike[key].Clone());
                            }
                            Blocks[i].RailPole = new Pole[Blocks[i - 1].RailPole.Length];
                            for (int j = 0; j < Blocks[i].RailPole.Length; j++)
                            {
                                Blocks[i].RailPole[j] = Blocks[i - 1].RailPole[j];
                            }
                        }
                        Blocks[i].Pitch             = Blocks[i - 1].Pitch;
                        Blocks[i].CurrentTrackState = Blocks[i - 1].CurrentTrackState;
                        Blocks[i].Turn               = 0.0;
                        Blocks[i].Accuracy           = Blocks[i - 1].Accuracy;
                        Blocks[i].AdhesionMultiplier = Blocks[i - 1].AdhesionMultiplier;
                    }
                }
            }