simple road manager implementation that creates a single road network out of any Road added
this means walkers will be able to use any road, if you need seperate road networks per road use MultiRoadManager
roads are visualized on the Tilemap on the same gameobject as the manager
https://citybuilder.softleitner.com/manual/walkers
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void | Add (IEnumerable< Vector2Int > positions, Road road) |
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void | Register (IEnumerable< Vector2Int > points, Road road) |
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void | Deregister (IEnumerable< Vector2Int > points, Road road) |
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void | RegisterSwitch (Vector2Int point, Road roadA, Road roadB) |
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void | RegisterSwitch (Vector2Int entry, Vector2Int point, Vector2Int exit, Road roadEntry, Road roadExit) |
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void | Block (IEnumerable< Vector2Int > points, Road road=null) |
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void | Unblock (IEnumerable< Vector2Int > points, Road road=null) |
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void | BlockTags (IEnumerable< Vector2Int > points, IEnumerable< object > tags, Road road=null) |
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void | UnblockTags (IEnumerable< Vector2Int > points, IEnumerable< object > tags, Road road=null) |
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bool | CheckRequirement (Vector2Int point, RoadRequirement requirement) |
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void | RegisterLink (IGridLink link, object tag) |
| adds a link to the linker
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void | DeregisterLink (IGridLink link, object tag) |
| removes a link from the linker
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IEnumerable< IGridLink > | GetLinks (Vector2Int start, object tag) |
| retrieves all links starting at a specific point
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IGridLink | GetLink (Vector2Int start, Vector2Int end, object tag) |
| retrieves a link connecting two specific points if one exists
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string | SaveData () |
| serializes the objects state(usually to json) and returns it
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void | LoadData (string json) |
| deserializes the serialized json data and loads the data as its new state
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GridPathfindingSettings | PathfindingSettings |
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Road | DefaultRoad |
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StructureLevelMask | Level |
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Transform | Root [get] |
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StructureReference | StructureReference [get, set] |
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