489 lines
23 KiB
C#
489 lines
23 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using TransportGame.Business;
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using TransportGame.Model;
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using TransportGame.Model.Road;
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using TransportGame.Utils;
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using UnityEngine;
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using Vector2 = TransportGame.Model.Vector2;
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//#define DEBUG_ROAD_MESH_GENERATOR
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namespace TransportGame.Unity
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{
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class RoadMeshGenerator
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{
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#region Constants
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private float SidewalkWidth { get { return ConfigManager.Roadgen.SidewalkWidth; } }
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private float LaneWidth { get { return ConfigManager.Roadgen.LaneWidth; } }
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// Raises road above actual height of terrain
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private float RaiseOffset { get { return ConfigManager.Roadgen.RaiseOffset; } }
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// Height of sidewalk
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private float SidewalkHeight { get { return ConfigManager.Roadgen.SidewalkHeight; } }
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// On the sides of the roads, so that we can't see the road from the underside
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private float SideCoverHeight { get { return ConfigManager.Roadgen.SideCoverHeight; } }
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#endregion
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#region Private fields
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private Map map;
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private Dictionary<int, Vector2[]> segmentTerminal1Limit = new Dictionary<int, Vector2[]>();
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private Dictionary<int, Vector2[]> segmentTerminal2Limit = new Dictionary<int, Vector2[]>();
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private GameObject parent = new GameObject("roadNetwork");
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#endregion
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public Material RoadMaterial { get; set; }
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public Material SidewalkMaterial { get; set; }
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public IEnumerable Generate(Map map)
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{
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this.map = map;
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List<int> visitedNodes = new List<int>();
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List<int> visitedSegments = new List<int>();
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Queue<RoadNode> queue = new Queue<RoadNode>();
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queue.Enqueue(map.RoadNetwork.Nodes.First().Value);
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int i = 0;
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while (queue.Count > 0)
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{
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// Pop a node
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RoadNode node = queue.Dequeue();
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visitedNodes.Add(node.Id);
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// Generate intersection
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GenerateIntersection(node);
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// Enqueue
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foreach (var segment in node.ArticulationSegments)
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{
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// Generate segments linked to node that have been visited
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if (visitedNodes.Contains(segment.Terminal1Id) && visitedNodes.Contains(segment.Terminal2Id))
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{
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if (!visitedSegments.Contains(segment.Id))
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{
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GenerateSegment(segment);
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visitedSegments.Add(segment.Id);
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}
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}
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else
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{
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if (node == segment.Terminal1)
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queue.Enqueue(segment.Terminal2);
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else queue.Enqueue(segment.Terminal1);
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}
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}
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// Take a break
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++i;
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if (i % 20 == 0)
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yield return null;
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}
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Logger.Info("Finished generating road mesh.");
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}
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private int LanesTo(RoadSegment segment, RoadNode terminal)
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{
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if (segment.Terminal1 == terminal)
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return segment.LanesTo1;
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if (segment.Terminal2 == terminal)
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return segment.LanesTo2;
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return -1;
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}
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private int LanesFrom(RoadSegment segment, RoadNode terminal)
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{
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if (segment.Terminal1 == terminal)
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return segment.LanesTo2;
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if (segment.Terminal2 == terminal)
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return segment.LanesTo1;
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return -1;
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}
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private Vector2 DirectionFrom(RoadSegment segment, RoadNode terminal)
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{
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return (segment.Terminal1 == terminal) ? segment.Direction : -segment.Direction;
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}
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public void GenerateIntersection(RoadNode node)
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{
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List<Vector3> vertices = new List<Vector3>();
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List<UnityEngine.Vector2> uv = new List<UnityEngine.Vector2>();
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List<int> triangles = new List<int>();
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int vindex = 0;
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// Helper function
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Action<Vector2, float> addV = (v, h) =>
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{
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Vector3 v3 = new Vector3(v.Y, map.GetHeight((int)node.X, (int)node.Y) + RaiseOffset + h, v.X);
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UnityEngine.Vector2 v2 = new UnityEngine.Vector2(v.Y / 3 - v3.y, v.X / 3 - v3.y);
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vertices.Add(v3);
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uv.Add(v2);
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};
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// Add current node
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addV(node.Position, 0);
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vindex += 1;
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// Sort adjacent segments in trigonometric order
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var segs = node.ArticulationSegments.OrderBy(segment =>
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{
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Vector2 dir = DirectionFrom(segment, node);
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if (dir.X >= 0 && dir.Y >= 0) // First quadrant:
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return dir.Y; // Y coordinate grows from 0 to 1
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else if (dir.X <= 0 && dir.Y >= 0) // Second quadrant:
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return 1 + Math.Abs(dir.X); // X goes from 0 to -1
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else if (dir.X <= 0 && dir.Y <= 0) // Third quadrant:
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return 2 + Math.Abs(dir.Y); // Y goes from 0 to -1
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else return 3 + dir.X; // Fourth quadrant: X grows from 0 to 1
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}).ToArray();
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Vector2[] sideCrns = new Vector2[segs.Length];
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Vector2[] strCrns = new Vector2[segs.Length];
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// Holds intersection points for perpendicular on segment that goes through sidewalk corners
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// 0, 1, 2, 3 - 0 sidewalk, 1 street, 2 street, 3 sidewalk (in trigonometric order). (when first segment)
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// 4, 5, 6, 7 - the same (when second segment)
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Vector2[,] p = new Vector2[8, segs.Length];
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// Process each pair of segments
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for (int i = 0; i < segs.Length; ++i)
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{
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// Wrap around
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int j = i + 1;
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if (j >= segs.Length)
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j = 0;
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// Get direction vectors
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var dir0 = DirectionFrom(segs[i], node);
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var dir1 = DirectionFrom(segs[j], node);
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float cross = Vector2.Cross(dir0, dir1);
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// Colliniar vectors
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if (Math.Abs(cross) < 1e-2)
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{
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var dirP = dir0.RotateDeg(90);
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strCrns[i] = node.Position + dirP * LanesTo(segs[i], node) * LaneWidth;
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sideCrns[i] = strCrns[i] + dirP * SidewalkWidth;
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}
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// Vectors not colliniar
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else
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{
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Vector2 off0 = dir0 * ((LanesFrom(segs[j], node) * LaneWidth) / cross);
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Vector2 off1 = dir1 * ((LanesTo(segs[i], node) * LaneWidth) / cross);
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strCrns[i] = node.Position + off0 + off1;
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sideCrns[i] = strCrns[i] + dir0 * (SidewalkWidth / cross) + dir1 * (SidewalkWidth / cross);
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}
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// Calculate perpendicular vectors from sidewalk corner on first segment
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Vector2 perp0 = dir0.RotateDeg(-90);
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p[3, i] = sideCrns[i];
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p[2, i] = p[3, i] + perp0 * SidewalkWidth;
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p[1, i] = p[2, i] + perp0 * (segs[i].LanesTo1 + segs[i].LanesTo2) * LaneWidth;
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p[0, i] = p[1, i] + perp0 * SidewalkWidth;
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// Calculate perpendicular vectors from sidewalk corner on second segment
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Vector2 perp1 = dir1.RotateDeg(90);
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p[4, j] = sideCrns[i];
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p[5, j] = p[4, j] + perp1 * SidewalkWidth;
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p[6, j] = p[5, j] + perp1 * (segs[j].LanesTo1 + segs[j].LanesTo2) * LaneWidth;
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p[7, j] = p[6, j] + perp1 * SidewalkWidth;
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}
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if (segs.Length == 1)
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{
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var dir = DirectionFrom(segs[0], node);
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Vector2 perp = dir.RotateDeg(-90);
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Vector2[] end = new[] {
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node.Position + perp * (LanesFrom(segs[0], node) * LaneWidth + SidewalkWidth),
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node.Position + perp * (LanesFrom(segs[0], node) * LaneWidth),
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node.Position - perp * (LanesTo(segs[0], node) * LaneWidth),
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node.Position - perp * (LanesTo(segs[0], node) * LaneWidth + SidewalkWidth)
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};
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if (segs[0].Terminal1 == node)
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{
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segmentTerminal1Limit[segs[0].Id] = end;
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}
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else
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{
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segmentTerminal2Limit[segs[0].Id] = end;
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}
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}
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else
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{
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// Now we generate for each segment
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for (int i = 0; i < segs.Length; i++)
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{
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// Find furthest perpendicular
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float dist0 = (p[0, i] - node.Position).LengthSq;
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float dist1 = (p[4, i] - node.Position).LengthSq;
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int furth = (dist0 > dist1) ? 0 : 4;
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int cornerLeft = i;
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int cornerRight = (i - 1 >= 0) ? i - 1 : segs.Length - 1;
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// Add to limit dictionaries
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if (segs[i].Terminal1 == node)
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{
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segmentTerminal1Limit[segs[i].Id] = new[] { p[furth, i], p[furth + 1, i], p[furth + 2, i], p[furth + 3, i] };
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}
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else
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{
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segmentTerminal2Limit[segs[i].Id] = new[] { p[furth, i], p[furth + 1, i], p[furth + 2, i], p[furth + 3, i] };
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}
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// Build road
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// Right sidewalk cover
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addV(p[furth, i], SidewalkHeight); // 0 - p0 raised
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addV(sideCrns[cornerRight], SidewalkHeight); // 1 - side corner raised
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addV(sideCrns[cornerRight], SidewalkHeight - SideCoverHeight); // 2 - side corner cover
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addV(p[furth, i], SidewalkHeight - SideCoverHeight); // 3 - p0 cover
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triangles.AddRange(new[] { vindex, vindex + 1, vindex + 2 }); // sidewalk side cover 0
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triangles.AddRange(new[] { vindex, vindex + 2, vindex + 3 }); // sidewalk side cover 1
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vindex = vertices.Count;
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// Right sidewalk surface
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addV(p[furth, i], SidewalkHeight); // 0 - p0 raised
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addV(sideCrns[cornerRight], SidewalkHeight); // 1 - side corner raised
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addV(p[furth + 1, i], SidewalkHeight); // 2 - p1 raised
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addV(strCrns[cornerRight], SidewalkHeight); // 3 - street corner raised
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triangles.AddRange(new[] { vindex, vindex + 2, vindex + 1 }); // sidewalk surface 0
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triangles.AddRange(new[] { vindex + 2, vindex + 3, vindex + 1 }); // sidewalk surface 1
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vindex = vertices.Count;
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// Right sidewalk raise from road
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addV(p[furth + 1, i], SidewalkHeight); // 0 - p1 raised
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addV(strCrns[cornerRight], SidewalkHeight); // 1 - street corner raised
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addV(strCrns[cornerRight], 0); // 2 - street corner
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addV(p[furth + 1, i], 0); // 3 - p1
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triangles.AddRange(new[] { vindex, vindex + 3, vindex + 2 }); // sidewalk road raise 0
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triangles.AddRange(new[] { vindex, vindex + 2, vindex + 1 }); // sidewalk road raise 1
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vindex = vertices.Count;
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// Road surface
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addV(strCrns[cornerRight], 0); // 0 - street corner
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addV(p[furth + 1, i], 0); // 1 - p1
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addV(p[furth + 2, i], 0); // 2 - p2
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addV(strCrns[cornerLeft], 0); // 3 - street corner
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triangles.AddRange(new[] { vindex + 2, vindex, vindex + 1 }); // road surface 0
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triangles.AddRange(new[] { vindex + 2, vindex + 3, vindex }); // road surface 0
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triangles.AddRange(new[] { vindex, vindex + 3, 0 }); // road surface 0
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vindex = vertices.Count;
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// Left sidewalk raise from road
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addV(p[furth + 2, i], 0); // 0 - p2
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addV(strCrns[cornerLeft], 0); // 1 - street corner
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addV(strCrns[cornerLeft], SidewalkHeight); // 2 - street corner raised
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addV(p[furth + 2, i], SidewalkHeight); // 3 - p2 raised
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triangles.AddRange(new[] { vindex + 3, vindex + 2, vindex + 1 }); // sidewalk road raise 0
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triangles.AddRange(new[] { vindex + 3, vindex + 1, vindex }); // sidewalk road raise 1
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vindex = vertices.Count;
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// Left sidewalk surface
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addV(strCrns[cornerLeft], SidewalkHeight); // 0 - street corner raised
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addV(p[furth + 2, i], SidewalkHeight); // 1 - p2 raised
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addV(sideCrns[cornerLeft], SidewalkHeight); // 2 - side corner raised
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addV(p[furth + 3, i], SidewalkHeight); // 3 - p3 raised
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triangles.AddRange(new[] { vindex + 1, vindex + 2, vindex });// sidewalk surface 0
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triangles.AddRange(new[] { vindex + 1, vindex + 3, vindex + 2 });// sidewalk surface 1
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vindex = vertices.Count;
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// Left sidewalk cover
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addV(p[furth + 3, i], SidewalkHeight - SideCoverHeight); // 0 - p3 cover
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addV(sideCrns[cornerLeft], SidewalkHeight - SideCoverHeight); // 1 - side corner cover
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addV(sideCrns[cornerLeft], SidewalkHeight); // 2 - side corner raised
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addV(p[furth + 3, i], SidewalkHeight); // 3 - p3 raised
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triangles.AddRange(new[] { vindex + 3, vindex, vindex + 1 });// sidewalk side cover 0
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triangles.AddRange(new[] { vindex + 3, vindex + 1, vindex + 2 });// sidewalk side cover 1
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vindex = vertices.Count;
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}
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// Construct mesh
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Mesh mesh = new Mesh();
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mesh.vertices = vertices.ToArray();
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mesh.triangles = triangles.ToArray();
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mesh.uv = uv.ToArray();
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mesh.RecalculateNormals();
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// Construct game object
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GameObject inters = new GameObject("intersection" + node.Id);
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inters.transform.parent = parent.transform;
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MeshFilter meshFilter = inters.AddComponent<MeshFilter>();
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meshFilter.mesh = mesh;
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MeshRenderer meshRenderer = inters.AddComponent<MeshRenderer>();
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meshRenderer.materials = new[] { RoadMaterial };
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}
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#if DEBUG_ROAD_MESH_GENERATOR
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// Debug draw
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Debug.DrawLine(
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new Vector3(node.Y, map.GetHeight((int)node.X, (int)node.Y) + 0.5f, node.X),
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new Vector3(node.Y, map.GetHeight((int)node.X, (int)node.Y) + 1.2f, node.X),
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Color.white, 10000);
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foreach (var sidewalkCorner in sideCrns)
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Debug.DrawLine(
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new Vector3(sidewalkCorner.Y, map.GetHeight((int)sidewalkCorner.X, (int)sidewalkCorner.Y) + 0.5f, sidewalkCorner.X),
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new Vector3(sidewalkCorner.Y, map.GetHeight((int)sidewalkCorner.X, (int)sidewalkCorner.Y) + 1.1f, sidewalkCorner.X),
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Color.cyan, 10000);
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foreach (var strCorner in strCrns)
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Debug.DrawLine(
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new Vector3(strCorner.Y, map.GetHeight((int)strCorner.X, (int)strCorner.Y) + 0.5f, strCorner.X),
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new Vector3(strCorner.Y, map.GetHeight((int)strCorner.X, (int)strCorner.Y) + 1.1f, strCorner.X),
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Color.blue, 10000);
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for (int i = 0; i < segs.Length; i++)
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for (int j = 0; j < 8; j++)
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Debug.DrawLine(
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new Vector3(p[j, i].Y, map.GetHeight((int)p[j, i].X, (int)p[j, i].Y) + 0.5f, p[j, i].X),
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new Vector3(p[j, i].Y, map.GetHeight((int)p[j, i].X, (int)p[j, i].Y) + 1.0f, p[j, i].X),
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Color.green, 10000);
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#endif
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}
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public void GenerateSegment(RoadSegment s)
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{
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List<Vector3> vertices = new List<Vector3>();
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List<UnityEngine.Vector2> uv = new List<UnityEngine.Vector2>();
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List<int> triangles = new List<int>();
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int vIndex = 0;
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// Helper function
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Action<Vector2, float, int> addV = (v, h, term) =>
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{
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if (term == 1)
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h += map.GetHeight((int)s.Terminal1.X, (int)s.Terminal1.Y);
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else
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h += map.GetHeight((int)s.Terminal2.X, (int)s.Terminal2.Y);
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Vector3 v3 = new Vector3(v.Y, RaiseOffset + h, v.X);
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UnityEngine.Vector2 v2 = new UnityEngine.Vector2(v.Y / 3 - v3.y, v.X / 3 - v3.y);
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vertices.Add(v3);
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uv.Add(v2);
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};
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Vector2[] pT1 = segmentTerminal1Limit[s.Id];
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Vector2[] pT2 = segmentTerminal2Limit[s.Id];
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// Left sidewalk side cover
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addV(pT1[0], SidewalkHeight - SideCoverHeight, 1); // 0
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addV(pT1[0], SidewalkHeight, 1); // 1
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addV(pT2[3], SidewalkHeight, 2); // 2
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addV(pT2[3], SidewalkHeight - SideCoverHeight, 2); // 3
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triangles.AddRange(new[] { vIndex, vIndex + 3, vIndex + 2 }); // sidewalk side cover 0
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triangles.AddRange(new[] { vIndex, vIndex + 2, vIndex + 1 }); // sidewalk side cover 1
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vIndex = vertices.Count;
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// Left sidewalk surface
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addV(pT1[0], SidewalkHeight, 1); // 0
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addV(pT1[1], SidewalkHeight, 1); // 1
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addV(pT2[2], SidewalkHeight, 2); // 2
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addV(pT2[3], SidewalkHeight, 2); // 3
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triangles.AddRange(new[] { vIndex, vIndex + 3, vIndex + 2 }); // sidewalk surface 0
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triangles.AddRange(new[] { vIndex, vIndex + 2, vIndex + 1 }); // sidewalk surface 1
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vIndex = vertices.Count;
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// Left sidewalk raise from road
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addV(pT1[1], SidewalkHeight, 1); // 0
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addV(pT1[1], 0, 1); // 1
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addV(pT2[2], 0, 2); // 2
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addV(pT2[2], SidewalkHeight, 2); // 3
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triangles.AddRange(new[] { vIndex, vIndex + 2, vIndex + 1 }); // sidewalk road raise 0
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triangles.AddRange(new[] { vIndex, vIndex + 3, vIndex + 2 }); // sidewalk road raise 1
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vIndex = vertices.Count;
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// Road surface
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addV(pT1[1], 0, 1); // 0
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addV(pT1[2], 0, 1); // 1
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addV(pT2[1], 0, 2); // 2
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addV(pT2[2], 0, 2); // 3
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triangles.AddRange(new[] { vIndex, vIndex + 3, vIndex + 2 }); // road surface 0
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triangles.AddRange(new[] { vIndex, vIndex + 2, vIndex + 1 }); // road surface 0
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vIndex = vertices.Count;
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// Right sidewalk raise from road
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addV(pT1[2], 0, 1); // 0
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addV(pT1[2], SidewalkHeight, 1); // 1
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addV(pT2[1], SidewalkHeight, 2); // 2
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addV(pT2[1], 0, 2); // 3
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triangles.AddRange(new[] { vIndex, vIndex + 3, vIndex + 2 }); // sidewalk road raise 0
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triangles.AddRange(new[] { vIndex, vIndex + 2, vIndex + 1 }); // sidewalk road raise 1
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vIndex = vertices.Count;
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// Right sidewalk surface
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addV(pT1[2], SidewalkHeight, 1); // 0
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addV(pT1[3], SidewalkHeight, 1); // 1
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addV(pT2[0], SidewalkHeight, 2); // 2
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addV(pT2[1], SidewalkHeight, 2); // 3
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triangles.AddRange(new[] { vIndex, vIndex + 3, vIndex + 2 }); // sidewalk surface 0
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triangles.AddRange(new[] { vIndex, vIndex + 2, vIndex + 1 }); // sidewalk surface 1
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vIndex = vertices.Count;
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|
|
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// Right sidewalk cover
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addV(pT1[3], SidewalkHeight, 1); // 0
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addV(pT1[3], SidewalkHeight - SideCoverHeight, 1); // 1
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addV(pT2[0], SidewalkHeight - SideCoverHeight, 2); // 2
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addV(pT2[0], SidewalkHeight, 2); // 3
|
|
triangles.AddRange(new[] { vIndex, vIndex + 3, vIndex + 2 }); // sidewalk side cover 0
|
|
triangles.AddRange(new[] { vIndex, vIndex + 2, vIndex + 1 }); // sidewalk side cover 1
|
|
vIndex = vertices.Count;
|
|
|
|
// Construct mesh
|
|
Mesh mesh = new Mesh();
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|
mesh.vertices = vertices.ToArray();
|
|
mesh.triangles = triangles.ToArray();
|
|
mesh.uv = uv.ToArray();
|
|
mesh.RecalculateNormals();
|
|
|
|
// Construct game object
|
|
GameObject inters = new GameObject("road" + s.Id);
|
|
inters.transform.parent = parent.transform;
|
|
|
|
MeshFilter meshFilter = inters.AddComponent<MeshFilter>();
|
|
meshFilter.mesh = mesh;
|
|
|
|
MeshRenderer meshRenderer = inters.AddComponent<MeshRenderer>();
|
|
meshRenderer.materials = new[] { RoadMaterial };
|
|
|
|
#if DEBUG_ROAD_MESH_GENERATOR
|
|
// Debug draw
|
|
Color color = (s.LanesTo1 >= 3) ? Color.magenta : Color.red;
|
|
Debug.DrawLine(
|
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new Vector3(s.Terminal1.Y, map.GetHeight((int)s.Terminal1.X, (int)s.Terminal1.Y) + 1f, s.Terminal1.X),
|
|
new Vector3(s.Terminal2.Y, map.GetHeight((int)s.Terminal2.X, (int)s.Terminal2.Y) + 1f, s.Terminal2.X),
|
|
color, 10000);
|
|
#endif
|
|
}
|
|
}
|
|
}
|