CSL_Traffic.ExtendedPathFindFacade.CalculatePath C# (CSharp) Метод

CalculatePath() приватный Метод

private CalculatePath ( uint unit, bool skipQueue ) : bool
unit uint
skipQueue bool
Результат bool
        public new bool CalculatePath(uint unit, bool skipQueue)
        {
            return m_innerPathFind.CalculatePath(unit, skipQueue, ExtendedVehicleType.Unknown);
        }

Same methods

ExtendedPathFindFacade::CalculatePath ( uint unit, bool skipQueue, ExtendedVehicleType vehicleType ) : bool

Usage Example

        public static bool CreatePath(this PathManager pm, ExtendedVehicleType extendedVehicleType, out uint unit, ref Randomizer randomizer, uint buildIndex, PathUnit.Position startPosA, PathUnit.Position startPosB, PathUnit.Position endPosA, PathUnit.Position endPosB, PathUnit.Position vehiclePosition, NetInfo.LaneType laneTypes, VehicleInfo.VehicleType vehicleTypes, float maxLength, bool isHeavyVehicle, bool ignoreBlocked, bool stablePath, bool skipQueue, bool randomParking)
        {
            if (ExtendedPathManager.PathFindFacades == null)
            {
                // Redirections are not installed correctly, fallbacking on the default code
                return(pm.CreatePath(
                           out unit,
                           ref randomizer,
                           buildIndex,
                           startPosA,
                           startPosB,
                           endPosA,
                           endPosB,
                           vehiclePosition,
                           laneTypes,
                           vehicleTypes,
                           maxLength,
                           isHeavyVehicle,
                           ignoreBlocked,
                           stablePath,
                           skipQueue,
                           randomParking));
            }

            while (!Monitor.TryEnter(pm.m_bufferLock, SimulationManager.SYNCHRONIZE_TIMEOUT))
            {
            }
            uint num;

            try
            {
                if (!pm.m_pathUnits.CreateItem(out num, ref randomizer))
                {
                    unit = 0u;
                    bool result = false;
                    return(result);
                }
                pm.m_pathUnitCount = (int)(pm.m_pathUnits.ItemCount() - 1u);
            }
            finally
            {
                Monitor.Exit(pm.m_bufferLock);
            }
            unit = num;
            pm.m_pathUnits.m_buffer[(int)((UIntPtr)unit)].m_simulationFlags = 1;
            if (isHeavyVehicle)
            {
                PathUnit[] expr_92_cp_0 = pm.m_pathUnits.m_buffer;
                UIntPtr    expr_92_cp_1 = (UIntPtr)unit;
                expr_92_cp_0[(int)expr_92_cp_1].m_simulationFlags = (byte)(expr_92_cp_0[(int)expr_92_cp_1].m_simulationFlags | 16);
            }
            if (ignoreBlocked)
            {
                PathUnit[] expr_BB_cp_0 = pm.m_pathUnits.m_buffer;
                UIntPtr    expr_BB_cp_1 = (UIntPtr)unit;
                expr_BB_cp_0[(int)expr_BB_cp_1].m_simulationFlags = (byte)(expr_BB_cp_0[(int)expr_BB_cp_1].m_simulationFlags | 32);
            }
            if (stablePath)
            {
                PathUnit[] expr_E4_cp_0 = pm.m_pathUnits.m_buffer;
                UIntPtr    expr_E4_cp_1 = (UIntPtr)unit;
                expr_E4_cp_0[(int)expr_E4_cp_1].m_simulationFlags = (byte)(expr_E4_cp_0[(int)expr_E4_cp_1].m_simulationFlags | 64);
            }
            pm.m_pathUnits.m_buffer[(int)((UIntPtr)unit)].m_pathFindFlags  = 0;
            pm.m_pathUnits.m_buffer[(int)((UIntPtr)unit)].m_buildIndex     = buildIndex;
            pm.m_pathUnits.m_buffer[(int)((UIntPtr)unit)].m_position00     = startPosA;
            pm.m_pathUnits.m_buffer[(int)((UIntPtr)unit)].m_position01     = endPosA;
            pm.m_pathUnits.m_buffer[(int)((UIntPtr)unit)].m_position02     = startPosB;
            pm.m_pathUnits.m_buffer[(int)((UIntPtr)unit)].m_position03     = endPosB;
            pm.m_pathUnits.m_buffer[(int)((UIntPtr)unit)].m_position11     = vehiclePosition;
            pm.m_pathUnits.m_buffer[(int)((UIntPtr)unit)].m_nextPathUnit   = 0u;
            pm.m_pathUnits.m_buffer[(int)((UIntPtr)unit)].m_laneTypes      = (byte)laneTypes;
            pm.m_pathUnits.m_buffer[(int)((UIntPtr)unit)].m_vehicleTypes   = (byte)vehicleTypes;
            pm.m_pathUnits.m_buffer[(int)((UIntPtr)unit)].m_length         = maxLength;
            pm.m_pathUnits.m_buffer[(int)((UIntPtr)unit)].m_positionCount  = 20;
            pm.m_pathUnits.m_buffer[(int)((UIntPtr)unit)].m_referenceCount = 1;
            int num2 = 10000000;
            ExtendedPathFindFacade pathFindFacade = null;

            for (int i = 0; i < ExtendedPathManager.PathFindFacades.Length; i++)
            {
                ExtendedPathFindFacade pathFind2 = ExtendedPathManager.PathFindFacades[i];
                if (pathFind2.IsAvailable && pathFind2.m_queuedPathFindCount < num2)
                {
                    num2           = pathFind2.m_queuedPathFindCount;
                    pathFindFacade = pathFind2;
                }
            }
            if (pathFindFacade != null && pathFindFacade.CalculatePath(unit, skipQueue, extendedVehicleType))
            {
                return(true);
            }
            pm.ReleasePath(unit);
            return(false);
        }