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Merge pull request #12 from t0stiman/stuff
Stuff
2 parents 77effd2 + aa74ca5 commit c8c3e7e

3 files changed

Lines changed: 12 additions & 13 deletions

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Mapify/SceneInitializers/Railway/TrackSetup.cs

Lines changed: 4 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -98,11 +98,15 @@ private static RailTrack CreateRailTrack(Track track, bool setActive)
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{
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track.gameObject.SetActive(setActive);
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if (!track.IsSwitch && !track.IsTurntable)
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{
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track.name = track.LogicName;
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}
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var railTrack = track.gameObject.AddComponent<RailTrack>();
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railTrack.generateColliders = !track.IsTurntable;
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railTrack.dontChange = false;
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railTrack.age = (int)track.age;
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railTrack.curve.resolution = RailTrack.DEFAULT_BEZIER_RESOLUTION;
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railTrack.ApplyRailType();
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return railTrack;

MapifyEditor/Export/BuildUpdaters/Railway/TrackUpdater.cs

Lines changed: 3 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -7,17 +7,10 @@ public class TrackUpdater : BuildUpdater
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{
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protected override void Update(Scenes scenes)
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{
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Track[] tracks = scenes.railwayScene.GetAllComponents<Track>();
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int roadId = 1;
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foreach (Track track in tracks)
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var tracks = scenes.railwayScene.GetAllComponents<Track>();
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foreach (var track in tracks)
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{
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if (track.IsSwitch || track.IsTurntable)
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continue;
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// Tracks starting with [Y] or [#] don't get signs generated (SignPlacer#ShouldIncludeTrack)
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track.name = track.trackType == TrackType.Road
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? $"{(track.generateSigns ? "" : "[#] ")}Road {roadId++}"
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: $"[Y]_[{track.stationId}]_[{track.yardId}-{track.trackId:D2}-{track.trackType.LetterId()}]";
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track.InEditorName = track.gameObject.name;
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}
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}
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}

MapifyEditor/Trackage/Track.cs

Lines changed: 5 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -67,6 +67,10 @@ public class Track : MonoBehaviour
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private SnappedTrack snappedTrackAfter;
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#endif
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// The name the track had in the editor. This is useful for debugging since the name gets changed to LogicTrack at runtime.
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[HideInInspector]
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public string InEditorName;
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public BezierCurve Curve {
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get {
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if (_curve != null) return _curve;
@@ -81,9 +85,7 @@ public BezierCurve Curve {
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public string LogicName =>
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trackType == TrackType.Road
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? !generateSigns
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? $"[#] {name}"
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: name
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? $"{(generateSigns ? "" : "[#] ")}{name}"
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: $"[Y]_[{stationId}]_[{yardId}-{trackId:D2}-{trackType.LetterId()}]";
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#if UNITY_EDITOR

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