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Game.Prefabs.NetPieceLayer

Assembly: Assembly-CSharp.dll
Namespace: Game.Prefabs

Type: enum

Base: System.Enum (underlying type: System.Int32)

Summary:
NetPieceLayer is an enumeration that represents logical sub-layers for net pieces (road/track segments and their components) used by the game's rendering and ordering systems. The values designate where a particular piece mesh or element should be placed relative to the road/track geometry (surface, below, above, or on the side). Modders can use this enum to classify mesh parts, determine draw/interaction order, or apply layer-specific behavior.


Fields

  • Surface
    Represents the main, visible top surface of the net piece (e.g., pavement, rail ties). Default integer value: 0.

  • Bottom
    Represents geometry that sits below the surface (e.g., underlayment, foundations, parts that should render behind or beneath the main surface). Default integer value: 1.

  • Top
    Represents geometry that sits above the surface (e.g., road markings, raised fixtures, decorative elements that should render on top). Default integer value: 2.

  • Side
    Represents geometry attached to the sides of the net piece (e.g., curbs, walls, barriers). Default integer value: 3.

Properties

  • None.
    As an enum type, NetPieceLayer exposes no instance properties. Typical enum-related helpers are available via System.Enum.

Constructors

  • None.
    Enums do not define constructors in user code. Values are the named constants listed above with their implied underlying integer values (0..3).

Methods

  • Standard System.Enum methods available (e.g., ToString(), Parse(), GetValues()) can be used with this enum.
    No custom methods are defined on this enum.

Usage Example

using Game.Prefabs;

public void ProcessPieceLayer(NetPieceLayer layer)
{
    switch (layer)
    {
        case NetPieceLayer.Surface:
            // handle surface geometry (main rendering, collisions)
            break;
        case NetPieceLayer.Bottom:
            // handle below-surface geometry (foundations, occluded parts)
            break;
        case NetPieceLayer.Top:
            // handle overlays and decorations
            break;
        case NetPieceLayer.Side:
            // handle curbs, barriers, side attachments
            break;
        default:
            break;
    }
}

// Example: reading an integer value and casting to the enum
int rawLayerValue = 2;
NetPieceLayer parsedLayer = (NetPieceLayer)rawLayerValue; // NetPieceLayer.Top