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March 31, 2020 10:42
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Attempts to find all -30cm roads and lifts them to -15cm. Doesn't work for LOD. Also updates all segments (therefore lanes too) so vehicles jump up to the new height.
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var networks = Resources.FindObjectsOfTypeAll<NetInfo>(); | |
for(uint i = 0; i < networks.Length; i++) | |
{ | |
var network = networks[i]; | |
if(network == null) continue; | |
if(network.m_netAI == null) continue; | |
if(network.m_netAI.GetType().Name != "RoadAI" && | |
network.m_netAI.GetType().Name != "RoadBridgeAI" && | |
network.m_netAI.GetType().Name != "RoadTunnelAI") continue; | |
{ | |
var affect = false; | |
if(network.m_segments.Length != 0) | |
{ | |
for (uint j = 0; j < network.m_segments.Length; j++) | |
{ | |
if(network.m_segments[j].m_segmentMesh == null) continue; | |
if(network.m_segments[j].m_segmentMaterial == null) continue; | |
if(network.m_segments[j].m_segmentMaterial.shader.name != "Custom/Net/Road" && | |
network.m_segments[j].m_segmentMaterial.shader.name != "Custom/Net/RoadBridge" && | |
network.m_segments[j].m_segmentMaterial.shader.name != "Custom/Net/TrainBridge") continue; | |
var vertices = network.m_segments[j].m_segmentMesh.vertices; | |
var fifteen = 0; var thirty = 0; | |
for (int k = 0; k < vertices.Length; k++) | |
{ | |
if(vertices[k].y < -0.24f && vertices[k].y > -0.31f) thirty++; | |
if(vertices[k].y < -0.145f && vertices[k].y > -0.155f) fifteen++; | |
} | |
if(fifteen < 8 && thirty > 8) affect = true; | |
} | |
} | |
if(network.m_lanes == null) continue; | |
if(network.m_lanes.Length != 0 && affect == true) | |
{ | |
for (uint j = 0; j < network.m_lanes.Length; j++) | |
{ | |
if(network.m_lanes[j].m_verticalOffset == -0.3f) network.m_lanes[j].m_verticalOffset = -0.15f; | |
} | |
} | |
if(network.m_surfaceLevel == -0.3f && affect == true) network.m_surfaceLevel = -0.15f; | |
} | |
} | |
for(uint i = 0; i < networks.Length; i++) | |
{ | |
var network = networks[i]; | |
if(network == null) continue; | |
if(network.m_netAI == null) continue; | |
if(network.m_netAI.GetType().Name != "RoadAI" && | |
network.m_netAI.GetType().Name != "RoadBridgeAI" && | |
network.m_netAI.GetType().Name != "RoadTunnelAI") continue; | |
{ | |
var affect = false; | |
if(network.m_segments.Length != 0) | |
{ | |
for (uint j = 0; j < network.m_segments.Length; j++) | |
{ | |
if(network.m_segments[j].m_segmentMesh == null) continue; | |
if(network.m_segments[j].m_segmentMaterial == null) continue; | |
if(network.m_segments[j].m_segmentMaterial.shader.name != "Custom/Net/Road" && | |
network.m_segments[j].m_segmentMaterial.shader.name != "Custom/Net/RoadBridge" && | |
network.m_segments[j].m_segmentMaterial.shader.name != "Custom/Net/TrainBridge") continue; | |
var vertices = network.m_segments[j].m_segmentMesh.vertices; | |
var fifteen = 0; var thirty = 0; | |
for (int k = 0; k < vertices.Length; k++) | |
{ | |
if(vertices[k].y < -0.24f && vertices[k].y > -0.31f) thirty++; | |
if(vertices[k].y < -0.145f && vertices[k].y > -0.155f) fifteen++; | |
} | |
if(fifteen < 8 && thirty > 8) | |
{ | |
affect = true; | |
var vertexArray = new Vector3[vertices.Length]; | |
vertices.CopyTo(vertexArray, 0); | |
for (int l = 0; l < vertices.Length; l++) | |
{ | |
if(vertexArray[l].y < 0.0f && vertexArray[l].y > -0.31f) vertexArray[l].y = vertexArray[l].y / 2.0f; | |
} | |
network.m_segments[j].m_segmentMesh.vertices = vertexArray; | |
} | |
} | |
} | |
if(network.m_nodes.Length != 0) | |
{ | |
for (uint j = 0; j < network.m_nodes.Length; j++) | |
{ | |
if(network.m_nodes[j].m_nodeMesh == null) continue; | |
if(network.m_nodes[j].m_nodeMaterial == null) continue; | |
if(network.m_nodes[j].m_nodeMaterial.shader.name != "Custom/Net/Road" && | |
network.m_nodes[j].m_nodeMaterial.shader.name != "Custom/Net/RoadBridge" && | |
network.m_nodes[j].m_nodeMaterial.shader.name != "Custom/Net/TrainBridge") continue; | |
var vertices = network.m_nodes[j].m_nodeMesh.vertices; | |
var fifteen = 0; var thirty = 0; | |
for (int k = 0; k < vertices.Length; k++) | |
{ | |
if(vertices[k].y < -0.16f && vertices[k].y > -0.31f) thirty++; | |
if(vertices[k].y < -0.148f && vertices[k].y > -0.152f) fifteen++; | |
} | |
if(fifteen < 20 && thirty > 4) | |
{ | |
var vertexArray = new Vector3[vertices.Length]; | |
vertices.CopyTo(vertexArray, 0); | |
for (int l = 0; l < vertices.Length; l++) | |
{ | |
if(vertexArray[l].y < 0.0f && vertexArray[l].y > -0.31f) vertexArray[l].y = vertexArray[l].y / 2.0f; | |
} | |
network.m_nodes[j].m_nodeMesh.vertices = vertexArray; | |
} | |
} | |
} | |
if(network.m_lanes == null) continue; | |
if(network.m_lanes.Length != 0 && affect == true) | |
{ | |
for (uint j = 0; j < network.m_lanes.Length; j++) | |
{ | |
if(network.m_lanes[j].m_verticalOffset == -0.3f) network.m_lanes[j].m_verticalOffset = -0.15f; | |
} | |
} | |
} | |
} | |
var b = NetManager.instance.m_segments.m_buffer; | |
for(var i = 0; i < b.Length; i++) if(b[i].m_flags != 0) | |
NetManager.instance.UpdateSegment((ushort)i); |
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