// Nathan wrote this // class constructor // road is the road object in the development environment public RoadData(Road road) { // store the environment as an EnvironmentData variable Buildings buildingScriptReference = road.getBuildingsReference(); buildingsIndex = buildingScriptReference.getBuildingIndex(); // store the fog variables FogControl fogControlScriptReference = road.getFogControl(); fogDistance = fogControlScriptReference.getFogDistance(); // store the lighting intensities BrightnessControl[] lightScripts = road.getLights(); for (int i = 0; i < lightScripts.Length; i++) { lightIntensities[i] = lightScripts[i].getBrightness(); } // store the lanes as a list of LaneData LinkedList <GameObject> roadLanes = road.getLanes(); // store the lanes foreach (GameObject lane in roadLanes) { BasicLane laneScriptRef = (BasicLane)lane.GetComponent("BasicLane"); LaneData indLaneData = null; // if we have a non-vehicle lane, create the independent lane data with a prop manager if (!laneScriptRef.isVehicleLane()) { PropManager propManagerRef = lane.GetComponent <PropManager>(); indLaneData = new LaneData(laneScriptRef, propManagerRef); } else { indLaneData = new LaneData(laneScriptRef); } laneData.Add(indLaneData); } }
private void updateUIValues() { transform.Find("BrightnessLevelControls/BrightnessBackground/BrightnessField").GetComponent <Text>().text = lightController.getBrightness().ToString("0.0"); transform.Find("FogLevelControls/Background/FogField").GetComponent <Text>().text = fogController.getFogDistance().ToString(); transform.Find("ArchitectureTypeControls/ArchType").GetComponent <Dropdown>().value = GameObject.Find("Buildings").GetComponent <Buildings>().getBuildingIndex(); }