Game.RouteConnectionType
Assembly: Assembly-CSharp.dll
Namespace: Game.Prefabs
Type: enum (public)
Base: System.Enum
Summary:
RouteConnectionType enumerates the types of route/connection categories a prefab or network node can use for pathing and connection logic. It is used by the game's prefab and routing systems to determine which kinds of routes (road vehicles, pedestrians, trains, cargo, air, parking, or none) are allowed or expected for a given connection point.
Fields
-
None
Indicates no route connection type; used when a prefab/connection point does not support or require any routing connection. -
Road
Represents standard road vehicle connections (cars, buses, trucks on road networks). -
Pedestrian
Represents pedestrian pathways/connections (footpaths, sidewalks, pedestrian-only links). -
Track
Represents rail track connections for trains, trams, or other track-based vehicles. -
Cargo
Represents freight/cargo-specific connections (e.g., freight terminals, cargo transfer links). -
Air
Represents air route connections for aircraft-related prefabs (airports, helipads). -
Parking
Represents parking-related connections (parking facilities, parking spots/links).
Properties
This enum type does not declare custom properties. It inherits standard enum/value-type behavior from System.Enum / System.ValueType.
Constructors
public RouteConnectionType()
Enums are value types and do not have user-defined constructors. The default value (0) corresponds to the first declared member (typicallyNone
).
Methods
This enum does not declare custom methods. Standard System.Enum methods are available, such as:
- ToString()
- GetValues(Type)
- Parse(Type, string)
- TryParse
Use these inherited methods for conversions, reflection, or enumeration.
Usage Example
// Determine behavior based on a connection type
RouteConnectionType connType = RouteConnectionType.Road;
if (connType == RouteConnectionType.Road)
{
// handle road connection logic (spawn road vehicle routes, allow vehicle lanes, etc.)
}
else if (connType == RouteConnectionType.Pedestrian)
{
// handle pedestrian-only connection (no vehicles)
}