From 480ef8975f1cd9d02113181904a176836bc767e9 Mon Sep 17 00:00:00 2001 From: Rich Dunne Date: Mon, 14 Sep 2020 12:02:20 -0600 Subject: [PATCH] Removed unncessary code, updated references. --- SceneManager/Menus/PathMainMenu.cs | 2 +- .../Object Classes/CollectedVehicle.cs | 85 +++++++------------ 2 files changed, 34 insertions(+), 53 deletions(-) diff --git a/SceneManager/Menus/PathMainMenu.cs b/SceneManager/Menus/PathMainMenu.cs index f14fcc1..62ebd5f 100644 --- a/SceneManager/Menus/PathMainMenu.cs +++ b/SceneManager/Menus/PathMainMenu.cs @@ -224,7 +224,7 @@ namespace SceneManager if (collectedVehicle == null && (directOptions.SelectedItem == "First waypoint" || directOptions.SelectedItem == "Nearest waypoint" && nearestWaypoint != null)) { Game.LogTrivial($"[Direct Driver] {nearbyVehicle.Model.Name} not found in collection, adding now."); - VehicleCollector.collectedVehicles.Add(new CollectedVehicle(nearbyVehicle, path, false)); + VehicleCollector.collectedVehicles.Add(new CollectedVehicle(nearbyVehicle, path)); collectedVehicle = VehicleCollector.collectedVehicles.Where(cv => cv.Vehicle == nearbyVehicle).FirstOrDefault(); } diff --git a/SceneManager/Object Classes/CollectedVehicle.cs b/SceneManager/Object Classes/CollectedVehicle.cs index cd8b0c9..bc962dd 100644 --- a/SceneManager/Object Classes/CollectedVehicle.cs +++ b/SceneManager/Object Classes/CollectedVehicle.cs @@ -5,91 +5,72 @@ namespace SceneManager { public class CollectedVehicle { - private Ped _driver { get; set; } - private Vehicle _vehicle { get; set; } - private Path _path { get; set; } - private Waypoint _currentWaypoint {get; set;} - private bool _tasksAssigned { get; set; } - private bool _stoppedAtWaypoint { get; set; } - private bool _dismissed { get; set; } = false; - private bool _skipWaypoint { get; set; } = false; + public Ped Driver { get; set; } + public Vehicle Vehicle { get; set; } + public Path Path { get; set; } + public Waypoint CurrentWaypoint { get; set; } + public Waypoint NextWaypoint { get; private set; } + public bool StoppedAtWaypoint { get; set; } + public bool Dismissed { get; set; } + public bool SkipWaypoint { get; set; } - public Ped Driver { get { return _driver; } set { _driver = value; } } - public Vehicle Vehicle { get { return _vehicle; } set { _vehicle = value; } } - public Path Path { get { return _path; } set { _path = value; } } - public Waypoint CurrentWaypoint { get { return _currentWaypoint; } set { _currentWaypoint = value; } } - public bool TasksAssigned { get { return _tasksAssigned; } set { _tasksAssigned = value; } } - public bool StoppedAtWaypoint { get { return _stoppedAtWaypoint; } set { _stoppedAtWaypoint = value; } } - public bool Dismissed { get { return _dismissed; } set { _dismissed = value; } } - public bool SkipWaypoint { get { return _skipWaypoint; } set { _skipWaypoint = value; } } - - public CollectedVehicle(Vehicle vehicle, Path path, Waypoint currentWaypoint, bool tasksAssigned) + public CollectedVehicle(Vehicle vehicle, Path path, Waypoint currentWaypoint) { - _vehicle = vehicle; - _driver = vehicle.Driver; - _path = path; - _currentWaypoint = currentWaypoint; - _tasksAssigned = tasksAssigned; + Vehicle = vehicle; + Driver = vehicle.Driver; + Path = path; + CurrentWaypoint = currentWaypoint; } - public CollectedVehicle(Vehicle vehicle, Path path, bool tasksAssigned) + public CollectedVehicle(Vehicle vehicle, Path path) { - _vehicle = vehicle; - _driver = vehicle.Driver; - _path = path; - _tasksAssigned = tasksAssigned; - } - - public void AssignPropertiesFromDirectedTask(Path path, Waypoint currentWaypoint, bool tasksAssigned, bool stoppedAtWaypoint) - { - _path = path; - _currentWaypoint = currentWaypoint; - _tasksAssigned = tasksAssigned; - _stoppedAtWaypoint = stoppedAtWaypoint; + Vehicle = vehicle; + Driver = vehicle.Driver; + Path = path; } public void Dismiss() { GameFiber.StartNew(() => { - if (!_vehicle || !_driver) + if (!Vehicle || !Driver) { return; } - _dismissed = true; - _stoppedAtWaypoint = false; + Dismissed = true; + StoppedAtWaypoint = false; - _driver.Tasks.Clear(); - _driver.Tasks.PerformDrivingManeuver(_vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3); + Driver.Tasks.Clear(); + Driver.Tasks.PerformDrivingManeuver(Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3); - if (_driver.GetAttachedBlip()) + if (Driver.GetAttachedBlip()) { - _driver.GetAttachedBlip().Delete(); + Driver.GetAttachedBlip().Delete(); } // check if the vehicle is near any of the path's collector waypoints - var nearestCollectorWaypoint = _path.Waypoints.Where(wp => wp.IsCollector && _vehicle.DistanceTo2D(wp.Position) <= wp.CollectorRadius * 2).FirstOrDefault(); + var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector && Vehicle.DistanceTo2D(wp.Position) <= wp.CollectorRadius * 2).FirstOrDefault(); if (nearestCollectorWaypoint != null) { - while (nearestCollectorWaypoint != null && _vehicle && _driver && _vehicle.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius * 2) + while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius * 2) { //Game.LogTrivial($"{_vehicle.Model.Name} is too close to the collector to be fully dismissed."); GameFiber.Yield(); } } - if (!_vehicle || !_driver) + if (!Vehicle || !Driver) { return; } VehicleCollector.collectedVehicles.Remove(this); - Game.LogTrivial($"{_vehicle.Model.Name} dismissed successfully."); - _driver.BlockPermanentEvents = false; - _driver.Dismiss(); - _vehicle.IsSirenOn = false; - _vehicle.IsSirenSilent = true; - _vehicle.Dismiss(); + Game.LogTrivial($"{Vehicle.Model.Name} dismissed successfully."); + Driver.BlockPermanentEvents = false; + Driver.Dismiss(); + Vehicle.IsSirenOn = false; + Vehicle.IsSirenSilent = true; + Vehicle.Dismiss(); }); } }