C# 클래스 NetworkSkins.Props.NetLaneDetour

파일 보기 프로젝트 열기: boformer/NetworkSkins

공개 메소드들

메소드 설명
CalculateGroupData ( uint laneID, NetInfo laneInfo, NetNode startFlags, NetNode endFlags, bool invert, int layer, int &vertexCount, int &triangleCount, int &objectCount, RenderGroup &vertexArrays, bool &hasProps ) : bool

Called when road segment is placed/released.

Deploy ( ) : void
PopulateGroupData ( ushort segmentID, uint laneID, NetInfo laneInfo, NetNode startFlags, NetNode endFlags, float startAngle, float endAngle, bool invert, bool terrainHeight, int layer, int &vertexIndex, int &triangleIndex, Vector3 groupPosition, RenderGroup data, Vector3 &min, Vector3 &max, float &maxRenderDistance, float &maxInstanceDistance, bool &hasProps ) : void

Called when road segment is placed/released.

RefreshInstance ( uint laneID, NetInfo laneInfo, float startAngle, float endAngle, bool invert, RenderManager &data, int &propIndex ) : void

Not called ingame.

RenderInstance ( RenderManager cameraInfo, ushort segmentID, uint laneID, NetInfo laneInfo, NetNode startFlags, NetNode endFlags, Color startColor, Color endColor, float startAngle, float endAngle, bool invert, int layerMask, Vector4 objectIndex1, Vector4 objectIndex2, RenderManager &data, int &propIndex ) : void

Called 1000s of times every frame! Must be high-performant! Not called when viewing from distance.

Revert ( ) : void

메소드 상세

CalculateGroupData() 공개 메소드

Called when road segment is placed/released.
public CalculateGroupData ( uint laneID, NetInfo laneInfo, NetNode startFlags, NetNode endFlags, bool invert, int layer, int &vertexCount, int &triangleCount, int &objectCount, RenderGroup &vertexArrays, bool &hasProps ) : bool
laneID uint
laneInfo NetInfo
startFlags NetNode
endFlags NetNode
invert bool
layer int
vertexCount int
triangleCount int
objectCount int
vertexArrays RenderGroup
hasProps bool
리턴 bool

Deploy() 공개 정적인 메소드

public static Deploy ( ) : void
리턴 void

PopulateGroupData() 공개 메소드

Called when road segment is placed/released.
public PopulateGroupData ( ushort segmentID, uint laneID, NetInfo laneInfo, NetNode startFlags, NetNode endFlags, float startAngle, float endAngle, bool invert, bool terrainHeight, int layer, int &vertexIndex, int &triangleIndex, Vector3 groupPosition, RenderGroup data, Vector3 &min, Vector3 &max, float &maxRenderDistance, float &maxInstanceDistance, bool &hasProps ) : void
segmentID ushort
laneID uint
laneInfo NetInfo
startFlags NetNode
endFlags NetNode
startAngle float
endAngle float
invert bool
terrainHeight bool
layer int
vertexIndex int
triangleIndex int
groupPosition Vector3
data RenderGroup
min Vector3
max Vector3
maxRenderDistance float
maxInstanceDistance float
hasProps bool
리턴 void

RefreshInstance() 공개 메소드

Not called ingame.
public RefreshInstance ( uint laneID, NetInfo laneInfo, float startAngle, float endAngle, bool invert, RenderManager &data, int &propIndex ) : void
laneID uint
laneInfo NetInfo
startAngle float
endAngle float
invert bool
data RenderManager
propIndex int
리턴 void

RenderInstance() 공개 메소드

Called 1000s of times every frame! Must be high-performant! Not called when viewing from distance.
public RenderInstance ( RenderManager cameraInfo, ushort segmentID, uint laneID, NetInfo laneInfo, NetNode startFlags, NetNode endFlags, Color startColor, Color endColor, float startAngle, float endAngle, bool invert, int layerMask, Vector4 objectIndex1, Vector4 objectIndex2, RenderManager &data, int &propIndex ) : void
cameraInfo RenderManager
segmentID ushort
laneID uint
laneInfo NetInfo
startFlags NetNode
endFlags NetNode
startColor Color
endColor Color
startAngle float
endAngle float
invert bool
layerMask int
objectIndex1 Vector4
objectIndex2 Vector4
data RenderManager
propIndex int
리턴 void

Revert() 공개 정적인 메소드

public static Revert ( ) : void
리턴 void