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NetManager

Graydon edited this page Mar 21, 2017 · 6 revisions

public class NetManager

Base Class: SimulationManagerBase<NetManager, NetProperties>
Implements: IRenderableManager
Implements: ISimulationManager
Implements: ITerrainManager

Fields

public int m_nodeCount
public int m_segmentCount
public int m_laneCount
public int m_infoCount
public Array16<NetNode> m_nodes
public Array16<NetSegment> m_segments
public Array32<NetLane> m_lanes
public ulong[] m_updatedNodes
public ulong[] m_updatedSegments
public bool m_nodesUpdated
public bool m_segmentsUpdated
public ushort[] m_nodeGrid
public ushort[] m_segmentGrid
public float[] m_angleBuffer
public MaterialPropertyBlock m_materialBlock
public int ID_LeftMatrix
public int ID_RightMatrix
public int ID_LeftMatrixB
public int ID_RightMatrixB
public int ID_MeshScale
public int ID_ObjectIndex
public int ID_CenterPos
public int ID_SideScale
public int ID_Color
public int ID_SurfaceTexA
public int ID_SurfaceTexB
public int ID_SurfaceMapping
public int ID_MainTex
public int ID_XYSMap
public int ID_APRMap
public int[] ID_LeftMatrices
public int[] ID_RightMatrices
public int[] ID_LeftMatricesB
public int[] ID_RightMatricesB
public int[] ID_MeshScales
public int[] ID_ObjectIndices
public int[] ID_CenterPositions
public int[] ID_SideScales
public int[] ID_MeshLocations
public NetNodeInstanceGuide m_outsideNodeNotConnected
public NetNodeInstanceGuide m_transportNodeNotConnected
public NetSegmentInstanceGuide m_shortRoadTraffic
public ServiceTypeGuide m_optionsNotUsed
public ServiceTypeGuide m_elevationNotUsed
public ServiceTypeGuide m_manualUpgrade
public GenericGuide m_upgradeExistingRoad
public GenericGuide m_roadsNotUsed
public GenericGuide m_onewayRoadPlacement
public FastList<ushort> m_tempNodeBuffer
public FastList<ushort> m_tempSegmentBuffer
public Texture2D m_lodRgbAtlas
public Texture2D m_lodXysAtlas
public Texture2D m_lodAprAtlas
private [FastList1[]](https://github.com/klparrot/Assembly-CSharp/wiki/FastList1) m_serviceSegments
private int m_roadLayer
private int m_colorUpdateMinSegment
private int m_colorUpdateMaxSegment
private int m_colorUpdateMinNode
private int m_colorUpdateMaxNode
private object m_colorUpdateLock
private int[] m_tileNodesCount
public const int MAX_NODE_COUNT = 32768
public const int MAX_SEGMENT_COUNT = 32768
public const int MAX_LANE_COUNT = 262144
public const int MAX_MAP_NODES = 16384
public const int MAX_MAP_SEGMENTS = 16384
public const int MAX_MAP_LANES = 131072
public const int MAX_ASSET_NODES = 1024
public const int MAX_ASSET_SEGMENTS = 1024
public const int MAX_ASSET_LANES = 8192
public const float NODEGRID_CELL_SIZE = 64
public const int NODEGRID_RESOLUTION = 270

Methods

protected void Awake()
private void OnDestroy()
public void InitializeProperties(NetProperties properties)
public void DestroyProperties(NetProperties properties)
protected void BeginRenderingImpl(CameraInfo cameraInfo)
protected void EndRenderingImpl(CameraInfo cameraInfo)
public void InitRenderData()
private IEnumerator InitRenderDataImpl()
public bool UpdateColorMap(Texture2D colorMap)
public float SampleSmoothHeight(Vector3 worldPos)
private void OnDrawGizmosSelected()
public bool CheckLimits()
public bool CreateNode(out ushort node, ref Randomizer randomizer, NetInfo info, Vector3 position, uint buildIndex)
public void MoveNode(ushort node, Vector3 position)
private void MoveNode(ushort node, ref NetNode data, Vector3 position)
private void InitializeNode(ushort node, ref NetNode data)
private void FinalizeNode(ushort node, ref NetNode data)
private void ReleaseNodeSegment(ushort node, ref ushort nodeSegment)
public void ReleaseNode(ushort node)
private void PreReleaseNodeImplementation(ushort node, bool checkDeleted, bool checkTouchable)
private void PreReleaseNodeImplementation(ushort node, ref NetNode data, bool checkDeleted, bool checkTouchable)
private void ReleaseNodeImplementation(ushort node)
private void ReleaseNodeImplementation(ushort node, ref NetNode data)
private void UpdateSegment(ushort segment, ushort fromNode, int level)
public void UpdateSegment(ushort segment)
public void UpdateSegmentFlags(ushort segment)
public void UpdateSegmentRenderer(ushort segment, bool updateGroup)
public void UpdateNode(ushort node, ushort fromSegment, int level)
public void UpdateNode(ushort node)
public void UpdateNodeFlags(ushort node)
public void UpdateNodeRenderer(ushort node, bool updateGroup)
public bool CreateSegment(out ushort segment, ref Randomizer randomizer, NetInfo info, ushort startNode, ushort endNode, Vector3 startDirection, Vector3 endDirection, uint buildIndex, uint modifiedIndex, bool invert)
private void InitializeSegment(ushort segment, ref NetSegment data)
private void FinalizeSegment(ushort segment, ref NetSegment data)
private void ReleaseSegmentNode(ushort segment, ref ushort segmentNode, bool keepNodes)
private void ReleaseSegmentBlock(ushort segment, ref ushort segmentBlock)
public void ReleaseSegment(ushort segment, bool keepNodes)
private void PreReleaseSegmentImplementation(ushort segment)
private void PreReleaseSegmentImplementation(ushort segment, ref NetSegment data, bool keepNodes)
private void ReleaseSegmentImplementation(ushort segment)
private void ReleaseSegmentImplementation(ushort segment, ref NetSegment data, bool keepNodes)
public bool CreateLanes(out uint firstLane, ref Randomizer randomizer, ushort segment, int count)
public void ReleaseLanes(uint firstLane)
private void ReleaseLaneImplementation(uint lane, ref NetLane data)
public void TerrainUpdated(TerrainArea heightArea, TerrainArea surfaceArea, TerrainArea zoneArea)
public void AfterTerrainUpdate(TerrainArea heightArea, TerrainArea surfaceArea, TerrainArea zoneArea)
public void GetClosestSegments(Vector3 pos, ushort[] segments, out int count)
public bool OverlapQuad(Quad2 quad, float minY, float maxY, Layer layers, ushort ignoreNode1, ushort ignoreNode2, ushort ignoreSegment)
public bool OverlapQuad(Quad2 quad, float minY, float maxY, Layer layers, ushort ignoreNode1, ushort ignoreNode2, ushort ignoreSegment, ulong[] segmentMask)
public bool RayCast(Segment3 ray, float snapElevation, Service service, Service service2, SubService subService, SubService subService2, Layer itemLayers, Layer itemLayers2, Flags ignoreNodeFlags, Flags ignoreSegmentFlags, out Vector3 hit, out ushort nodeIndex, out ushort segmentIndex)
public void UpdateNotifications(ushort node, Problem oldProblems, Problem newProblems)
public void AddTileNode(Vector3 position, Service service, SubService subService)
public int GetTileNodeCount(int x, int z, Service service, SubService subService)
public void AddServiceSegment(ushort segment, Service service, SubService subService)
public void RemoveServiceSegment(ushort segment, Service service, SubService subService)
public FastList<ushort> GetServiceSegments(Service service, SubService subService)
protected void SimulationStepImpl(int subStep)
public void CheckAllMilestones()
public bool CalculateGroupData(int groupX, int groupZ, int layer, ref int vertexCount, ref int triangleCount, ref int objectCount, ref VertexArrays vertexArrays)
public void PopulateGroupData(int groupX, int groupZ, int layer, ref int vertexIndex, ref int triangleIndex, Vector3 groupPosition, MeshData data, ref Vector3 min, ref Vector3 max, ref float maxRenderDistance, ref float maxInstanceDistance, ref bool requireSurfaceMaps)
public void UpdateData(UpdateMode mode)
public void GetData(FastList<IDataContainer> data)
public void UpdateSegmentColors(ushort segment)
public void UpdateSegmentColors(ushort min, ushort max)
public void UpdateSegmentColors()
public void UpdateNodeColors(ushort node)
public void UpdateNodeColors(ushort min, ushort max)
public void UpdateNodeColors()
string ISimulationManager.GetName()
ThreadProfiler ISimulationManager.GetSimulationProfiler()
void ISimulationManager.SimulationStep(int subStep)
string IRenderableManager.GetName()
DrawCallData IRenderableManager.GetDrawCallData()
void IRenderableManager.BeginRendering(CameraInfo cameraInfo)
void IRenderableManager.EndRendering(CameraInfo cameraInfo)
void IRenderableManager.BeginOverlay(CameraInfo cameraInfo)
void IRenderableManager.EndOverlay(CameraInfo cameraInfo)
void IRenderableManager.UndergroundOverlay(CameraInfo cameraInfo)

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