forked from kaka3286/RoadRunner
58 lines
2.3 KiB
C#
58 lines
2.3 KiB
C#
using UnityEngine;
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namespace Gley.TrafficSystem.Internal
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{
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public static class AIEvents
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{
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/// <summary>
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/// Triggered when the driving action of a vehicle changed
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/// </summary>
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/// <param name="vehicleIndex">index of the vehicle</param>
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/// <param name="action">new action</param>
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/// <param name="actionValue">action time</param>
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public delegate void ChangeDrivingState(int vehicleIndex, TrafficSystem.DriveActions action, float actionValue);
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public static event ChangeDrivingState onChangeDrivingState;
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public static void TriggetChangeDrivingStateEvent(int vehicleIndex, TrafficSystem.DriveActions action, float actionValue)
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{
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if (onChangeDrivingState != null)
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{
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onChangeDrivingState(vehicleIndex, action, actionValue);
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}
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}
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/// <summary>
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/// Triggered when a vehicle changes his state to notify other vehicles about this
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/// </summary>
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/// <param name="vehicleIndex">index of the vehicle</param>
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/// <param name="collider">collider of the vehicle</param>
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/// <param name="action">new action</param>
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public delegate void NotifyVehicles(int vehicleIndex, Collider collider);
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public static NotifyVehicles onNotifyVehicles;
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public static void TriggerNotifyVehiclesEvent(int vehicleIndex, Collider collider)
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{
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if (onNotifyVehicles != null)
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{
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onNotifyVehicles(vehicleIndex, collider);
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}
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}
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/// <summary>
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/// Triggered when a vehicle changed waypoint
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/// </summary>
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/// <param name="vehicleIndex">index of the vehicle</param>
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/// <param name="targetWaypointPosition">new waypoint position</param>
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/// <param name="maxSpeed">max possible speed</param>
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/// <param name="blinkType">blinking required</param>
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public delegate void ChangeDestination(int vehicleIndex);
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public static ChangeDestination onChangeDestination;
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public static void TriggerChangeDestinationEvent(int vehicleIndex)
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{
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if (onChangeDestination != null)
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{
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onChangeDestination(vehicleIndex);
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}
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}
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}
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} |