示例#1
0
        /// <summary>
        /// Use this to create nodes via coding while in editor mode. Make sure opt_bAllowRoadUpdates is set to false in RS.GSDRS.opt_bAllowRoadUpdates.
        /// </summary>
        /// <param name="RS">The road system to create nodes on.</param>
        /// <param name="NodeLocation">The location of the newly created node.</param>
        /// <returns></returns>
        public static GSDRoad CreateRoad_Programmatically(GSDRoadSystem GSDRS, ref List<Vector3> tLocs) {
            GameObject tRoadObj = GSDRS.AddRoad(false);
            GSDRoad tRoad = tRoadObj.GetComponent<GSDRoad>();

            int hCount = tLocs.Count;
            for (int i = 0; i < hCount; i++) {
                CreateNode_Programmatically(tRoad, tLocs[i]);
            }

            return tRoad;
        }
 public static void AddRoad()
 {
     Object[] tObjs = GameObject.FindObjectsOfType(typeof(GSDRoadSystem));
     if (tObjs != null && tObjs.Length == 0)
     {
         CreateRoadSystem();
         return;
     }
     else
     {
         GSDRoadSystem GSDRS = (GSDRoadSystem)tObjs[0];
         Selection.activeGameObject = GSDRS.AddRoad();
     }
 }
示例#3
0
        /// <summary>
        /// Use this to create nodes via coding while in editor mode. Make sure opt_bAllowRoadUpdates is set to false in RS.GSDRS.opt_bAllowRoadUpdates.
        /// </summary>
        /// <param name="RS">The road system to create nodes on.</param>
        /// <param name="NodeLocation">The location of the newly created node.</param>
        /// <returns></returns>
        public static GSDRoad CreateRoad_Programmatically(GSDRoadSystem GSDRS, ref List <Vector3> tLocs)
        {
            GameObject tRoadObj = GSDRS.AddRoad(false);
            GSDRoad    tRoad    = tRoadObj.GetComponent <GSDRoad>();

            int hCount = tLocs.Count;

            for (int i = 0; i < hCount; i++)
            {
                CreateNode_Programmatically(tRoad, tLocs[i]);
            }

            return(tRoad);
        }
 public static void AddRoad()
 {
     Object[] allRoadSystemObjects = GameObject.FindObjectsOfType(typeof(GSDRoadSystem));
     if (allRoadSystemObjects != null && allRoadSystemObjects.Length == 0)
     {
         CreateRoadSystem();
         return;
     }
     else
     {
         GSDRoadSystem firstRoadSystem = (GSDRoadSystem)allRoadSystemObjects[0];
         Selection.activeGameObject = firstRoadSystem.AddRoad();
     }
 }
    public static void CreateRoadSystem()
    {
        Object[] tObj = GameObject.FindObjectsOfType(typeof(GSDRoadSystem));
        int      i    = (tObj.Length + 1);

        tObj = null;

        GameObject    tRoadSystemObj = new GameObject("RoadArchitectSystem" + i.ToString());
        GSDRoadSystem tRoadSystem    = tRoadSystemObj.AddComponent <GSDRoadSystem>(); //Add road system component.

        tRoadSystem.AddRoad(true);                                                    //Add road for new road system.

        GameObject IntersectionsMasterObject = new GameObject("Intersections");

        IntersectionsMasterObject.transform.parent = tRoadSystemObj.transform;
    }
    public static void CreateRoadSystem()
    {
        Object[] allRoadSystemObjects = GameObject.FindObjectsOfType(typeof(GSDRoadSystem));
        int      nextCount            = (allRoadSystemObjects.Length + 1);

        allRoadSystemObjects = null;

        GameObject    newRoadSystemObject = new GameObject("RoadArchitectSystem" + nextCount.ToString());
        GSDRoadSystem newRoadSystem       = newRoadSystemObject.AddComponent <GSDRoadSystem>();

        newRoadSystem.AddRoad(true);//Add road for new road system.

        GameObject masterIntersectionsObject = new GameObject("Intersections");

        masterIntersectionsObject.transform.parent = newRoadSystemObject.transform;
    }