Game.Vehicles.BlockerType
Assembly:
Assembly-CSharp (game code assembly; may vary depending on build)
Namespace: Game.Vehicles
Type:
public enum BlockerType : byte
Base:
System.Enum (underlying type: System.Byte)
Summary:
Represents different kinds of "blockers" used by the vehicle/pathing systems to control movement. Blocker types indicate why a path or lane is being blocked or restricted — for example, because of a crossing, traffic signal, temporary obstruction, spawn point, or oncoming traffic. Modders can use this enum when inspecting or setting blocker flags in vehicle AI, pathfinding, or traffic management code.
Fields
-
None
No blocker; the lane/path is not being blocked. -
Continuing
A blocker indicating a continuing movement (e.g., reserved space for a vehicle continuing through an intersection or lane). -
Crossing
Blocker used for crossings (pedestrian crossings, cross-traffic) to prevent vehicles from entering conflicting spaces. -
Signal
Blocker originating from a traffic signal — used when a light/pulse prevents movement. -
Temporary
Temporary blocker for short-lived obstructions (e.g., short stops, transient reservations). -
Limit
Blocker representing a capacity or limit restriction (e.g., a maximum number of vehicles allowed in an area). -
Caution
A cautionary blocker that indicates a reduced-confidence or advisory restriction (not necessarily a full stop). -
Spawn
Blocker related to spawning logic — used when vehicles are being spawned or a spawn point needs to reserve space. -
Oncoming
Blocker that marks oncoming traffic as a reason to block a tile/lane (used to avoid head-on conflicts).
Properties
- This enum type does not define any properties. It's a plain value type (enum) used as a flag/indicator in code.
Constructors
public BlockerType()
Enums have an implicit parameterless constructor and each named value maps to an underlying byte value. There are no custom constructors defined.
Methods
- This enum does not declare any methods. It inherits the standard System.Enum methods (ToString, HasFlag, etc.) from the .NET base types.
Usage Example
using Game.Vehicles;
public void HandleBlocker(BlockerType blocker)
{
switch (blocker)
{
case BlockerType.None:
// No restriction; proceed normally.
break;
case BlockerType.Signal:
// Respect traffic signal logic.
break;
case BlockerType.Crossing:
// Wait for crossing to clear.
break;
case BlockerType.Temporary:
// Short pause or reroute.
break;
case BlockerType.Spawn:
// Reserve space for spawning vehicle.
break;
case BlockerType.Oncoming:
// Yield to oncoming traffic.
break;
default:
// Handle other blocker types (Continuing, Limit, Caution).
break;
}
}
Notes for modders: - The underlying byte values are assigned in declaration order starting at 0 (None = 0, Continuing = 1, ... Oncoming = 8). Use explicit casts if interacting with raw memory/bitfields. - Check surrounding APIs (vehicle/pathing systems) for how BlockerType is stored/checked — it may appear in structs or arrays used by the simulation.