14 #include "TrafficLightManager.generated.h"    27   UFUNCTION(BlueprintCallable, Category = 
"Traffic Light Manager")
    28   void RegisterLightComponentFromOpenDRIVE(UTrafficLightComponent * 
TrafficLight);
    30   UFUNCTION(BlueprintCallable, Category = 
"Traffic Light Manager")
    31   void RegisterLightComponentGenerated(UTrafficLightComponent * TrafficLight);
    33   const boost::optional<carla::road::Map> &GetMap();
    35   UFUNCTION(BlueprintCallable, Category = 
"Traffic Light Manager")
    38   UFUNCTION(BlueprintCallable, Category = 
"Traffic Light Manager")
    41   UFUNCTION(BlueprintCallable, Category = 
"Traffic Light Manager")
    42   USignComponent* GetTrafficSign(FString 
SignId);
    44   UFUNCTION(BlueprintCallable, Category = 
"Traffic Light Manager")
    45   void SetFrozen(
bool InFrozen);
    47   UFUNCTION(BlueprintCallable, Category = 
"Traffic Light Manager")
    50   UFUNCTION(CallInEditor, Category = 
"Traffic Light Manager")
    51   void GenerateSignalsAndTrafficLights();
    53   UFUNCTION(CallInEditor, Category = 
"Traffic Light Manager")
    54   void RemoveGeneratedSignalsAndTrafficLights();
    56   UFUNCTION(CallInEditor, Category = 
"Traffic Light Manager")
    57   void MatchTrafficLightActorsWithOpenDriveSignals();
    60   void InitializeTrafficLights();
    64   void SpawnTrafficLights();
    68   void RemoveRoadrunnerProps() 
const;
    70   void RemoveAttachedProps(TArray<AActor*> Actors) 
const;
    82   TMap<FString, USignComponent *> TrafficSignComponents;
    87   UPROPERTY(EditAnywhere, Category= "Traffic Light Manager")
    88   TSubclassOf<AActor> TrafficLightModel;
    91   UPROPERTY(EditAnywhere, Category= "Traffic Light Manager")
    92   TMap<FString, TSubclassOf<AActor>> TrafficSignsModels;
    94   UPROPERTY(EditAnywhere, Category= "Traffic Light Manager")
    95   TMap<FString, TSubclassOf<USignComponent>> SignComponentModels;
    97   UPROPERTY(EditAnywhere, Category= "Traffic Light Manager")
    98   TMap<FString, TSubclassOf<AActor>> SpeedLimitModels;
   100   UPROPERTY(Category = "Traffic Light Manager", VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
   101   USceneComponent *SceneComponent;
   103   UPROPERTY(EditAnywhere, Category= "Traffic Light Manager")
   104   bool TrafficLightsGenerated = false;
   108   int TrafficLightGroupMissingId = -2;
   112   int TrafficLightControllerMissingId = -1;
   116   int TrafficLightComponentMissingId = -1;
   119   bool bTrafficLightsFrozen = false;
 
Class which implements the state changing of traffic lights. 
 
Maps a controller from OpenDrive. 
 
Class In charge of creating and assigning traffic light groups, controllers and components.