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Game.Net.LaneSignalType

Assembly:
(assembly not specified in source file)

Namespace: Game.Net

Type: public enum

Base: System.Enum (underlying type: System.Byte)

Summary:
Represents lane-level signaling states used by the traffic/AI and networking code. Stored as a single byte for compact serialization. Values indicate how vehicles or AI should treat a given lane (no restriction, must stop, yield, or proceed).


Fields

  • None
    Value = 0. No signal or restriction for the lane — default state.

  • Stop
    Value = 1. Full stop required on the lane (vehicles must stop).

  • SafeStop
    Value = 2. A safer/conditional stop state — typically indicates stopping but may allow proceeding if conditions are safe (used for more permissive stop behavior in AI or traffic rules).

  • Yield
    Value = 3. Yield/give-way — vehicles should give priority to others.

  • Go
    Value = 4. Clear to proceed — lane is explicitly allowed to move.

Properties

  • This enum defines no properties.

Constructors

  • Enums do not declare constructors. The default underlying numeric values are as listed above; the default enum value is None (0) when a variable of this type is default-initialized.

Methods

  • This enum declares no custom methods. It inherits standard System.Enum/ValueType/Object methods such as:
  • ToString()
  • CompareTo(object)
  • HasFlag(Enum)
  • GetHashCode()
  • Equals(object)

Usage Example

using Game.Net;

// read from network byte
byte received = /* received from network */;
LaneSignalType signal = (LaneSignalType)received;

// react to signal
switch (signal)
{
    case LaneSignalType.Stop:
    case LaneSignalType.SafeStop:
        // instruct vehicles to stop or prepare to stop
        HandleStop(signal);
        break;
    case LaneSignalType.Yield:
        HandleYield();
        break;
    case LaneSignalType.Go:
        HandleGo();
        break;
    case LaneSignalType.None:
    default:
        // no special behavior
        break;
}

// send over network
LaneSignalType current = LaneSignalType.Yield;
byte toSend = (byte)current;
SendByteOverNetwork(toSend);