public static bool ShouldHideCrossing(ushort nodeID, ushort segmentID) { #if DEBUG if(Extensions.currentMode == AppMode.AssetEditor) { return true; // always hide crossings in asset editor for quick testing. } #endif NetInfo info = segmentID.ToSegment().Info; bool ret1 = info.CanHideCrossings() && TMPEUTILS.HasCrossingBan(segmentID, nodeID); bool ret2 = info.CanHideMarkings() && NS2Utils.HideJunction(segmentID); //Texture cache is not broken. bool ret = PrefabUtils.MaterialCache != null; ret &= ret1 || ret2; return ret; }
} // end if !exempt public static bool CanHideCrossings(this NetInfo info) { // roads without pedesterian lanes (eg highways) have no crossings to hide to the best of my knowledege. // not sure about custom highways. Processing texture for such roads may reduce smoothness of the transition. return(info.CanHideMarkings() && info.m_hasPedestrianLanes && info.m_hasForwardVehicleLanes); }