9 #include "CoreMinimal.h" 10 #include "GameFramework/Actor.h" 11 #include "Components/SceneComponent.h" 14 #include "TrafficLightGroup.generated.h" 28 UFUNCTION(Category =
"Traffic Group", BlueprintPure)
34 UFUNCTION(Category =
"Traffic Group", BlueprintCallable)
35 void SetFrozenGroup(
bool InFreeze);
37 UFUNCTION(Category =
"Traffic Group", BlueprintCallable)
38 bool IsFrozen()
const;
40 UFUNCTION(Category =
"Traffic Group", BlueprintPure)
41 int GetJunctionId()
const;
43 UFUNCTION(Category =
"Traffic Group", BlueprintCallable)
46 UFUNCTION(Category =
"Traffic Group", BlueprintCallable)
51 virtual void Tick(
float DeltaTime)
override;
57 UPROPERTY(Category =
"Traffic Group", VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess =
"true"))
60 UPROPERTY(Category = "Traffic Group", EditAnywhere)
63 UPROPERTY(Category = "Traffic Group", VisibleAnywhere)
64 int CurrentController = 0;
67 void NextController();
69 UPROPERTY(Category = "Traffic Group", EditAnywhere)
70 bool bIsFrozen = false;
72 UPROPERTY(Category = "Traffic Group", EditAnywhere)
Class which implements the state changing of traffic lights.
USceneComponent * SceneComponent
friend ATrafficLightManager
Maps a controller from OpenDrive.
Class In charge of creating and assigning traffic light groups, controllers and components.