C# 클래스 TrafficManager.CustomAI.CustomCarAI

상속: CarAI
파일 보기 프로젝트 열기: seiggy/Skylines-Traffic-Manager

공개 메소드들

메소드 설명
TmCalculateSegmentPosition ( ushort vehicleId, Vehicle &vehicleData, PathUnit nextPosition, PathUnit position, uint laneId, byte offset, PathUnit prevPos, uint prevLaneId, byte prevOffset, Vector3 &pos, Vector3 &dir, float &maxSpeed ) : void
TmCalculateSegmentPositionPathFinder ( ushort vehicleId, Vehicle &vehicleData, PathUnit position, uint laneId, byte offset, Vector3 &pos, Vector3 &dir, float &maxSpeed ) : void
TrafficManagerSimulationStep ( ushort vehicleId, Vehicle &vehicleData, Vector3 physicsLodRefPos ) : void

보호된 메소드들

메소드 설명
StartPathFind ( ushort vehicleId, Vehicle &vehicleData, Vector3 startPos, Vector3 endPos, bool startBothWays, bool endBothWays ) : bool

비공개 메소드들

메소드 설명
CalculateLod ( Vector3 physicsLodRefPos, Vector3 lastFramePosition ) : int
CalculateMaxBlockingVehicleCount ( ) : int
CanFindPath ( ushort vehicleId, Vehicle &data ) : bool
DespawnInvalidVehicles ( ushort vehicleId, Vehicle vehicleData ) : void
DespawnVehicleIfOverBlockMax ( ushort vehicleId, Vehicle vehicleData ) : void
DespawnVehicles ( ushort vehicleId, Vehicle vehicleData ) : void
FindPathIfNeeded ( ushort vehicleId, Vehicle &vehicleData ) : void
SimulateTrailingVehicles ( ushort vehicleId, Vehicle &vehicleData, int lodPhysics, ushort leadingVehicleId, VehicleManager vehicleManager, int numberOfIterations ) : void
SimulateVehicleChain ( ushort vehicleId, Vehicle &vehicleData, Vector3 physicsLodRefPos ) : void
SpawnVehicleIfWaiting ( ushort vehicleId, Vehicle &vehicleData ) : void

메소드 상세

StartPathFind() 보호된 메소드

protected StartPathFind ( ushort vehicleId, Vehicle &vehicleData, Vector3 startPos, Vector3 endPos, bool startBothWays, bool endBothWays ) : bool
vehicleId ushort
vehicleData Vehicle
startPos Vector3
endPos Vector3
startBothWays bool
endBothWays bool
리턴 bool

TmCalculateSegmentPosition() 공개 메소드

public TmCalculateSegmentPosition ( ushort vehicleId, Vehicle &vehicleData, PathUnit nextPosition, PathUnit position, uint laneId, byte offset, PathUnit prevPos, uint prevLaneId, byte prevOffset, Vector3 &pos, Vector3 &dir, float &maxSpeed ) : void
vehicleId ushort
vehicleData Vehicle
nextPosition PathUnit
position PathUnit
laneId uint
offset byte
prevPos PathUnit
prevLaneId uint
prevOffset byte
pos Vector3
dir Vector3
maxSpeed float
리턴 void

TmCalculateSegmentPositionPathFinder() 공개 메소드

public TmCalculateSegmentPositionPathFinder ( ushort vehicleId, Vehicle &vehicleData, PathUnit position, uint laneId, byte offset, Vector3 &pos, Vector3 &dir, float &maxSpeed ) : void
vehicleId ushort
vehicleData Vehicle
position PathUnit
laneId uint
offset byte
pos Vector3
dir Vector3
maxSpeed float
리턴 void

TrafficManagerSimulationStep() 공개 메소드

public TrafficManagerSimulationStep ( ushort vehicleId, Vehicle &vehicleData, Vector3 physicsLodRefPos ) : void
vehicleId ushort
vehicleData Vehicle
physicsLodRefPos Vector3
리턴 void