Changed to a better name
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a0a2c83f13
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4f1e1b225f
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@ -234,7 +234,7 @@ ATrafficLightManager* ACarlaGameModeBase::GetTrafficLightManager()
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if(TrafficLightManagerActor == nullptr)
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{
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FActorSpawnParameters SpawnParams;
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SpawnParams.OverrideLevel = GetLevelToSpanInto("TrafficLights");
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SpawnParams.OverrideLevel = GetULevelFromName("TrafficLights");
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TrafficLightManager = World->SpawnActor<ATrafficLightManager>(SpawnParams);
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}
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else
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@ -490,7 +490,7 @@ void ACarlaGameModeBase::ConvertMapLayerMaskToMapNames(int32 MapLayer, TArray<FN
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}
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ULevel* ACarlaGameModeBase::GetLevelToSpanInto(FString LevelName)
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ULevel* ACarlaGameModeBase::GetULevelFromName(FString LevelName)
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{
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ULevel* OutLevel = nullptr;
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UWorld* World = GetWorld();
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@ -71,7 +71,7 @@ public:
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void UnLoadMapLayer(int32 MapLayers);
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UFUNCTION(Category = "Carla Game Mode")
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ULevel* GetLevelToSpanInto(FString LevelName);
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ULevel* GetULevelFromName(FString LevelName);
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protected:
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@ -82,7 +82,7 @@ void ATrafficLightManager::RegisterLightComponentFromOpenDRIVE(UTrafficLightComp
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if(!TrafficGroups.Contains(JunctionId))
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{
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FActorSpawnParameters SpawnParams;
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SpawnParams.OverrideLevel = GM->GetLevelToSpanInto("TrafficLights");
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SpawnParams.OverrideLevel = GM->GetULevelFromName("TrafficLights");
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auto * NewTrafficLightGroup =
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GetWorld()->SpawnActor<ATrafficLightGroup>(SpawnParams);
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NewTrafficLightGroup->JunctionId = JunctionId;
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@ -103,7 +103,7 @@ void ATrafficLightManager::RegisterLightComponentFromOpenDRIVE(UTrafficLightComp
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else
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{
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FActorSpawnParameters SpawnParams;
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SpawnParams.OverrideLevel = GM->GetLevelToSpanInto("TrafficLights");
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SpawnParams.OverrideLevel = GM->GetULevelFromName("TrafficLights");
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auto * NewTrafficLightGroup =
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GetWorld()->SpawnActor<ATrafficLightGroup>(SpawnParams);
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NewTrafficLightGroup->JunctionId = TrafficLightGroupMissingId;
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@ -478,7 +478,7 @@ void ATrafficLightManager::SpawnTrafficLights()
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SpawnParams.Owner = this;
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SpawnParams.SpawnCollisionHandlingOverride =
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ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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SpawnParams.OverrideLevel = GM->GetLevelToSpanInto("TrafficLights");
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SpawnParams.OverrideLevel = GM->GetULevelFromName("TrafficLights");
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ATrafficLightBase * TrafficLight = GetWorld()->SpawnActor<ATrafficLightBase>(
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TrafficLightModel,
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SpawnLocation,
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@ -573,7 +573,7 @@ void ATrafficLightManager::SpawnSignals()
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SpawnParams.Owner = this;
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SpawnParams.SpawnCollisionHandlingOverride =
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ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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SpawnParams.OverrideLevel = GM->GetLevelToSpanInto("TrafficSigns");
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SpawnParams.OverrideLevel = GM->GetULevelFromName("TrafficSigns");
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ATrafficSignBase * TrafficSign = GetWorld()->SpawnActor<ATrafficSignBase>(
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TrafficSignsModels[SignalType],
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SpawnLocation,
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