/* Debug */ /*public List<Bezier2> debugDraw = new List<Bezier2>(); * public List<Vector3> debugDrawPositions = new List<Vector3>(); * bool yes = true; // :)*/ public void BuildEllipse() { if (ellipse == null) { UIWindow2.instance.ThrowErrorMsg("Invalid radii!"); } Ellipse toBeBuiltEllipse = ellipse; Ellipse ellipseWithPadding = ellipse; /* When the old snapping algorithm is enabled, we create secondary (bigger) ellipse, so the newly connected roads obtained by the * graph traveller are not too short. They will be at least as long as the padding. */ if (RoundAboutBuilder.UseOldSnappingAlgorithm.value) { ellipseWithPadding = new Ellipse(NetAccess.Node(centralNode).m_position, NetAccess.Node(axisNode).m_position - NetAccess.Node(centralNode).m_position, prevRadius1 + DISTANCE_PADDING, prevRadius2 + DISTANCE_PADDING); } UIWindow2.instance.LostFocus(); UIWindow2.instance.GoBack(); try { GraphTraveller2 traveller = new GraphTraveller2(centralNode, ellipseWithPadding); EdgeIntersections2 intersections = new EdgeIntersections2(traveller, centralNode, toBeBuiltEllipse); FinalConnector finalConnector = new FinalConnector(NetAccess.Node(centralNode).Info, intersections, toBeBuiltEllipse, ControlVertices); // Easter egg RoundAboutBuilder.EasterEggToggle(); } catch (Exception e) { Debug.LogError(e); UIWindow2.instance.ThrowErrorMsg(e.ToString(), true); } }
/* This draws the UI circles on the map */ protected override void RenderOverlayExtended(RenderManager.CameraInfo cameraInfo) { try { if (m_hoverNode != 0) { NetNode hoveredNode = NetAccess.Node(m_hoverNode); // kinda stole this color from Move It! // thanks to SamsamTS because they're a UI god // ..and then Strad stole it from all of you!! RenderManager.instance.OverlayEffect.DrawCircle(cameraInfo, Color.black, hoveredNode.m_position, 15f, hoveredNode.m_position.y - 1f, hoveredNode.m_position.y + 1f, true, true); float?radius = UIWindow2.instance.P_RoundAboutPanel.RadiusField.Value; if (radius != null) { float roadWidth = UIWindow2.instance.dropDown.Value.m_halfWidth; // There is a slight chance that this will throw an exception float innerCirleRadius = radius - roadWidth > 0 ? 2 * ((float)radius - roadWidth) : 2 * (float)radius; RenderManager.instance.OverlayEffect.DrawCircle(cameraInfo, Color.red, hoveredNode.m_position, innerCirleRadius, hoveredNode.m_position.y - 2f, hoveredNode.m_position.y + 2f, true, true); RenderManager.instance.OverlayEffect.DrawCircle(cameraInfo, Color.red, hoveredNode.m_position, 2 * ((float)radius + roadWidth /*DISTANCE_PADDING - 5*/), hoveredNode.m_position.y - 1f, hoveredNode.m_position.y + 1f, true, true); } //RenderDirectionVectors(cameraInfo); RenderHoveringLabel("Click to build\nPress +/- to adjust radius"); } else { RenderMousePositionCircle(cameraInfo); RenderHoveringLabel("Hover mouse over intersection"); } } catch (Exception e) { Debug.LogError(e); } }
//string m_radiusField.text = RADIUS_DEF.ToString(); /* Main method , called when user cliks on a node to create a roundabout */ public void CreateRoundabout(ushort nodeID) { //Debug.Log(string.Format("Clicked on node ID {0}!", nodeID)); float?radiusQ = UIWindow2.instance.P_RoundAboutPanel.RadiusField.Value; if (radiusQ == null) { UIWindow2.instance.ThrowErrorMsg("Radius out of bounds!"); return; } float radius = (float)radiusQ; if (!UIWindow2.instance.keepOpen) { UIWindow2.instance.LostFocus(); } /* These lines of code do all the work. See documentation in respective classes. */ /* When the old snapping algorithm is enabled, we create secondary (bigger) ellipse, so the newly connected roads obtained by the * graph traveller are not too short. They will be at least as long as the padding. */ Ellipse ellipse = new Ellipse(NetAccess.Node(nodeID).m_position, new Vector3(0f, 0f, 0f), radius, radius); Ellipse ellipseWithPadding = ellipse; if (RoundAboutBuilder.UseOldSnappingAlgorithm.value) { ellipseWithPadding = new Ellipse(NetAccess.Node(nodeID).m_position, new Vector3(0f, 0f, 0f), radius + DISTANCE_PADDING, radius + DISTANCE_PADDING); } try { GraphTraveller2 traveller; EdgeIntersections2 intersections = null; if (!RoundAboutBuilder.DoNotRemoveAnyRoads) { traveller = new GraphTraveller2(nodeID, ellipse); intersections = new EdgeIntersections2(traveller, nodeID, ellipse); } FinalConnector finalConnector = new FinalConnector(NetAccess.Node(nodeID).Info, intersections, ellipse, true); // Easter egg RoundAboutBuilder.EasterEggToggle(); // Debug, don't forget to remove /*foreach(VectorNodeStruct intersection in intersections.Intersections) * { * Debug.Log($"May have/Has restrictions: {TrafficManager.Manager.Impl.JunctionRestrictionsManager.Instance.MayHaveJunctionRestrictions(intersection.nodeId)}, {TrafficManager.Manager.Impl.JunctionRestrictionsManager.Instance.HasJunctionRestrictions(intersection.nodeId)}"); * }*/ } catch (Exception e) { Debug.LogError(e); UIWindow2.instance.ThrowErrorMsg(e.ToString(), true); } }
/* This draws UI shapes on the map. */ protected override void RenderOverlayExtended(RenderManager.CameraInfo cameraInfo) { //debugDrawMethod(cameraInfo); try { if (m_hoverNode != 0 && (stage == Stage.CentralPoint || stage == Stage.MainAxis)) { NetNode hoveredNode = NetAccess.Node(m_hoverNode); RenderManager.instance.OverlayEffect.DrawCircle(cameraInfo, Color.black, hoveredNode.m_position, 15f, hoveredNode.m_position.y - 1f, hoveredNode.m_position.y + 1f, true, true); UIWindow2.instance.m_hoveringLabel.isVisible = false; } else if (stage == Stage.CentralPoint) { RenderMousePositionCircle(cameraInfo); RenderHoveringLabel("Select center of elliptic roundabout"); } else if (stage == Stage.MainAxis) { RenderMousePositionCircle(cameraInfo); RenderHoveringLabel("Select any intersection in direction of main axis"); } else { UIWindow2.instance.m_hoveringLabel.isVisible = false; } if (stage == Stage.MainAxis || stage == Stage.Final) { NetNode centralNodeDraw = NetAccess.Node(centralNode); RenderManager.instance.OverlayEffect.DrawCircle(cameraInfo, Color.red, centralNodeDraw.m_position, 15f, centralNodeDraw.m_position.y - 1f, centralNodeDraw.m_position.y + 1f, true, true); } if (stage == Stage.Final) { NetNode axisNodeDraw = NetAccess.Node(axisNode); RenderManager.instance.OverlayEffect.DrawCircle(cameraInfo, Color.green, axisNodeDraw.m_position, 15f, axisNodeDraw.m_position.y - 1f, axisNodeDraw.m_position.y + 1f, true, true); if (Radius(out float radius1, out float radius2)) { /* If the radiuses didn't change, we don't have to generate new ellipse. */ if (radius1 == prevRadius1 && radius2 == prevRadius2 && ellipse != null) { DrawEllipse(cameraInfo); } else { prevRadius1 = radius1; prevRadius2 = radius2; ellipse = new Ellipse(NetAccess.Node(centralNode).m_position, NetAccess.Node(axisNode).m_position - NetAccess.Node(centralNode).m_position, radius1, radius2); DrawEllipse(cameraInfo); } } else { ellipse = null; } } } catch (Exception e) { Debug.Log("Catched exception while rendering ellipse UI."); Debug.Log(e); stage = Stage.CentralPoint; enabled = false; // ??? } }