simple road manager implementation that creates a single road network out of any Road added
roads are visualized on the Terrain on the same gameobject as the manager using a TerrainRoadNetwork
when using a TerrainModifier with TerrainModifier.Alphas the roads are saved there and not persisted by the road 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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Transform | Root [get] |
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StructureReference | StructureReference [get, set] |
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