Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
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var ( RailroadBlockSignal = FGBuildableRailroadSignal{ Name: "RailroadBlockSignal", ClassName: "Build_RailroadBlockSignal_C", MAllowColoring: true, MAspect: `RSA_None`, MAttachmentPoints: ``, MBlockValidation: `RBV_Unvalidated`, MBuildEffectSpeed: 0.000000, MCreateClearanceMeshRepresentation: true, MDescription: `Train Signals are used to direct the movement of Trains to avoid collisions and bottlenecks. Block Signals can be placed on Railways to create 'Blocks' between each other. When a Train is occupying such a Block, other Trains will be unable to enter it. Caution: Signals are directional! Trains are unable to move against this direction, so be sure to set up Signals in both directions for bi-directional Railways.`, MDisplayName: `Block Signal`, MForceNetUpdateOnRegisterPlayer: false, MGuardedConnections: ``, MHideOnBuildEffectStart: false, MHighlightVector: `(X=0.000000,Y=0.000000,Z=0.000000)`, MInteractingPlayers: ``, MIsBiDirectional: false, MIsPathSignal: false, MIsUseable: true, MObservedConnections: ``, MOnAspectChangedDelegate: `()`, MOnBlockValidationChangedDelegate: `()`, MPreviousAspect: `RSA_None`, MShouldModifyWorldGrid: true, MShouldShowAttachmentPointVisuals: false, MShouldShowHighlight: false, MSignificanceRange: 75000.000000, MSkipBuildEffect: false, MToggleDormancyOnInteraction: false, MVisualState: 0, MaxRenderDistance: -1.000000, } RailroadPathSignal = FGBuildableRailroadSignal{ Name: "RailroadPathSignal", ClassName: "Build_RailroadPathSignal_C", MAllowColoring: true, MAspect: `RSA_None`, MAttachmentPoints: ``, MBlockValidation: `RBV_Unvalidated`, MBuildEffectSpeed: 0.000000, MCreateClearanceMeshRepresentation: true, MDescription: `Train Signals are used to direct the movement of Trains to avoid collisions and bottlenecks. Path Signals are advanced signals that are especially useful for bi-directional Railways and complex intersections. They function similarly to Block Signals but rather than occupying the entire Block, Trains can reserve a specific path through it and will only enter the Block if their path allows them to fully pass through it. Caution: Signals are directional! Trains are unable to move against this direction, so be sure to set up Signals in both directions for bi-directional Railways.`, MDisplayName: `Path Signal`, MForceNetUpdateOnRegisterPlayer: false, MGuardedConnections: ``, MHideOnBuildEffectStart: false, MHighlightVector: `(X=0.000000,Y=0.000000,Z=0.000000)`, MInteractingPlayers: ``, MIsBiDirectional: false, MIsPathSignal: true, MIsUseable: true, MObservedConnections: ``, MOnAspectChangedDelegate: `()`, MOnBlockValidationChangedDelegate: `()`, MShouldModifyWorldGrid: true, MShouldShowAttachmentPointVisuals: false, MShouldShowHighlight: false, MSignificanceRange: 75000.000000, MSkipBuildEffect: false, MToggleDormancyOnInteraction: false, MVisualState: 0, MaxRenderDistance: -1.000000, } )
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var ClassNameToDescriptor = map[string]FGBuildableRailroadSignal{ "Build_RailroadBlockSignal_C": RailroadBlockSignal, "Build_RailroadPathSignal_C": RailroadPathSignal, }
Functions ¶
This section is empty.
Types ¶
type FGBuildableRailroadSignal ¶
type FGBuildableRailroadSignal struct { Name string ClassName string MAllowColoring bool MAspect string MAttachmentPoints string MBlockValidation string MBuildEffectSpeed float64 MCreateClearanceMeshRepresentation bool MDescription string MDisplayName string MForceNetUpdateOnRegisterPlayer bool MGuardedConnections string MHideOnBuildEffectStart bool MHighlightVector string MInteractingPlayers string MIsBiDirectional bool MIsPathSignal bool MIsUseable bool MObservedConnections string MOnAspectChangedDelegate string MOnBlockValidationChangedDelegate string MPreviousAspect string MShouldModifyWorldGrid bool MShouldShowAttachmentPointVisuals bool MShouldShowHighlight bool MSignificanceRange float64 MSkipBuildEffect bool MToggleDormancyOnInteraction bool MVisualState int MaxRenderDistance float64 }
func GetByClassName ¶
func GetByClassName(className string) (FGBuildableRailroadSignal, error)
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