Clicking a non-selected button will select it, applying all relevant customisations to smaller-road junctionsĪre user's choices retained for the road? For example, if I click Yield button, it will set the existing smaller-roads to yield when entering the road, but what if I add new connecting roads, or alter the road route?.Clicking a selected button deselects it, effectively returning smaller-road junctions to vanilla.When panel opens, or route altered, scan the "smaller" side-roads linked to the route to see what most of them are using: If that's stop or yield show the associated button as selected, otherwise neither button is selected. Roundabout: Apply advanced rules specific to roundabouts.
Stop: Drivers must stop before joining this road.Yield: Drivers must yield before joining this road.The buttons would have useful tooltips, for example (this just off top of my head, needs to be much more concise): Clicking the roundabout button would apply special ruleset applicable to roundabouts. In case of a roundabout detection, a third icon could be added when applicable, for example: ⚪️. When joining this road, drivers should: ? ? Instead of a drop down list, why not use icon buttons? Something like: It's not very clear what the options are doing (unless you already know what they are doing). In approach 2 or 3 we can also add functionality for these closely related issues: closely related issues : shortcut to fix traffic rules where minor road joins a main avenue #541 Shortcut for fixing all round about rules in one click #539. instead modify the TMPE settings in terms of what a priority road should do( eg: yield, stop, etc). Get rid of the TMPE shift modifier key and instead change the Vanilla UI so that you can choose what to do with the priority road ( eg: yield, stop, etc).Best of both worlds: when you shift-click with TMPE priority sign tool, it modifies the path selected by the vanilla road selector.We can discuss what the final solution would look like.
I suggest to integrate the TMPE and vanilla approaches. also in complex situation its hard to select what is the priority road. many people will resort to deleting part of their road in order to limit the length of the priority road.
It allows you to click on a road and choose a road segment. The vanilla game also has a feature to create priority road. This is done using SegmentTraverser class. It distinguishes between priority road and connected road by angle.
if you Shift+click then it turns the whole highlighted road to priority road by requiring the connected roads to yield. ScriptManager.RegisterClientScriptBlock(this, this.GetType(), "alertMessage", "alert('Record inserted successfully.Currently when using the priority signs tool, holding shift highlights the road (or at least it should). ScriptManager.RegisterClientScriptBlock(this, this.GetType(), "alertMessage", "alert('Invalid SSN, It must be of 9 digits')", true) ScriptManager.RegisterClientScriptBlock(this, this.GetType(), "alertMessage", "alert('Please enter values in all the fields. If (SSN.Length = 0 || SFName.Length = 0 || MName.Length = 0 || LName.Length = 0 || DOB.Length = 0 || Address.Length = 0) String Tmpe = "SSN : " + SSN + ", SFName : " + SFName + ", MName : " + MName + ", LName : " + LName + ", DOB : " + DOB + ", Address : " + Address String SSN1 = new String(SSN.Where(x => Char.IsDigit(x)).ToArray()) String SSN, SFName, MName, LName, DOB, Address ScriptManager.RegisterClientScriptBlock(this, this.GetType(), "alertMessage", "alert('SSN already exists, record is updated.!')", true) If (CheckValidSSNBeforeUpdate(SSN) = "1") MySqlConnection con = new MySqlConnection(ConString) Protected void BtnBtnInsert_Click(object sender, System.EventArgs e)