public void Decode() { Road Rd = Road.Instance; Rd.Segments.Clear(); Rd.XSecs.Clear(); Rd.Sectns.Clear(); if (XSecs == null) { //in case we are loading a blank track Rd.Init(); } else { Rd.StartingLineSegIdx = StartingLineSegIdx; if (BuilderPos != null) { Rd.BuilderPos = BuilderPos.V3; } else { Rd.BuilderPos = new Vector3(0, 50f, 0); } if (BuilderRot != null) { Rd.BuilderRot = BuilderRot.Decode; } Rd.IsCircular = IsCircular; foreach (XSecSerial XS in XSecs) { XSec X = XS.Decode(); Rd.XSecs.Add(X); } foreach (RoadSectionSerial RSS in Sectns) { RoadSectn RS = RSS.Decode(); Rd.Sectns.Add(RS); } foreach (RoadSegmentSerial SegS in Segs) { RoadSegment Seg = SegS.Decode(); Rd.Segments.Add(Seg); } //Build the meshes for all the segments for (int Idx = 0; Idx < Segs.Length; Idx++) { RoadSegment seg = Road.Instance.Segments[Idx]; if (seg.HasMesh) { SegVerts Verts = XSecCalculator.SegmentVertices(Idx); seg.BuildMeshes(Verts); } //seg.GetTerrainHeights(); //seg.AdjustTerrain(); //seg.SetMaterial(); //seg.DeleteFence(); //seg.CreateFence(); } Rd.CalculateBends(); } }