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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Path object now has it's own list of collected vehicles.
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1 changed files with 27 additions and 0 deletions
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@ -1,6 +1,7 @@
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using Rage;
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using Rage;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing;
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using System.Linq;
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namespace SceneManager
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namespace SceneManager
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{
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{
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@ -10,6 +11,7 @@ namespace SceneManager
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internal bool IsEnabled { get; set; }
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internal bool IsEnabled { get; set; }
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internal State State { get; set; }
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internal State State { get; set; }
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internal List<Waypoint> Waypoints = new List<Waypoint>();
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internal List<Waypoint> Waypoints = new List<Waypoint>();
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internal List<CollectedVehicle> CollectedVehicles = new List<CollectedVehicle>();
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internal Path(int pathNum, State pathState)
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internal Path(int pathNum, State pathState)
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{
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{
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@ -101,5 +103,30 @@ namespace SceneManager
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}
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}
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});
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});
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}
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}
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internal void LoopForVehiclesToBeDismissed()
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{
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GameFiber.StartNew(() =>
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{
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while (PathMainMenu.paths.Contains(this))
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{
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//Logger.Log($"Dismissing unused vehicles for cleanup");
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foreach (CollectedVehicle cv in CollectedVehicles.Where(cv => cv.Vehicle))
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{
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if (!cv.Vehicle.IsDriveable || cv.Vehicle.IsUpsideDown || !cv.Vehicle.HasDriver)
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{
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if (cv.Vehicle.HasDriver)
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{
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cv.Vehicle.Driver.Dismiss();
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}
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cv.Vehicle.Dismiss();
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}
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}
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CollectedVehicles.RemoveAll(cv => !cv.Vehicle);
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GameFiber.Sleep(60000);
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}
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});
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}
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}
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}
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}
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}
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