1
Fork 0
mirror of https://github.com/thegeneralist01/Scene-Manager-DevRepo synced 2026-01-11 23:50:29 +01:00

Removed unncessary code, updated references.

This commit is contained in:
Rich Dunne 2020-09-14 12:02:20 -06:00
parent 530686a8b2
commit 480ef8975f
2 changed files with 34 additions and 53 deletions

View file

@ -224,7 +224,7 @@ namespace SceneManager
if (collectedVehicle == null && (directOptions.SelectedItem == "First waypoint" || directOptions.SelectedItem == "Nearest waypoint" && nearestWaypoint != null)) if (collectedVehicle == null && (directOptions.SelectedItem == "First waypoint" || directOptions.SelectedItem == "Nearest waypoint" && nearestWaypoint != null))
{ {
Game.LogTrivial($"[Direct Driver] {nearbyVehicle.Model.Name} not found in collection, adding now."); Game.LogTrivial($"[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(); collectedVehicle = VehicleCollector.collectedVehicles.Where(cv => cv.Vehicle == nearbyVehicle).FirstOrDefault();
} }

View file

@ -5,91 +5,72 @@ namespace SceneManager
{ {
public class CollectedVehicle public class CollectedVehicle
{ {
private Ped _driver { get; set; } public Ped Driver { get; set; }
private Vehicle _vehicle { get; set; } public Vehicle Vehicle { get; set; }
private Path _path { get; set; } public Path Path { get; set; }
private Waypoint _currentWaypoint {get; set;} public Waypoint CurrentWaypoint { get; set; }
private bool _tasksAssigned { get; set; } public Waypoint NextWaypoint { get; private set; }
private bool _stoppedAtWaypoint { get; set; } public bool StoppedAtWaypoint { get; set; }
private bool _dismissed { get; set; } = false; public bool Dismissed { get; set; }
private bool _skipWaypoint { get; set; } = false; public bool SkipWaypoint { get; set; }
public Ped Driver { get { return _driver; } set { _driver = value; } } public CollectedVehicle(Vehicle vehicle, Path path, Waypoint currentWaypoint)
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)
{ {
_vehicle = vehicle; Vehicle = vehicle;
_driver = vehicle.Driver; Driver = vehicle.Driver;
_path = path; Path = path;
_currentWaypoint = currentWaypoint; CurrentWaypoint = currentWaypoint;
_tasksAssigned = tasksAssigned;
} }
public CollectedVehicle(Vehicle vehicle, Path path, bool tasksAssigned) public CollectedVehicle(Vehicle vehicle, Path path)
{ {
_vehicle = vehicle; Vehicle = vehicle;
_driver = vehicle.Driver; Driver = vehicle.Driver;
_path = path; Path = path;
_tasksAssigned = tasksAssigned;
}
public void AssignPropertiesFromDirectedTask(Path path, Waypoint currentWaypoint, bool tasksAssigned, bool stoppedAtWaypoint)
{
_path = path;
_currentWaypoint = currentWaypoint;
_tasksAssigned = tasksAssigned;
_stoppedAtWaypoint = stoppedAtWaypoint;
} }
public void Dismiss() public void Dismiss()
{ {
GameFiber.StartNew(() => GameFiber.StartNew(() =>
{ {
if (!_vehicle || !_driver) if (!Vehicle || !Driver)
{ {
return; return;
} }
_dismissed = true; Dismissed = true;
_stoppedAtWaypoint = false; StoppedAtWaypoint = false;
_driver.Tasks.Clear(); Driver.Tasks.Clear();
_driver.Tasks.PerformDrivingManeuver(_vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3); 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 // 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) 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($"{_vehicle.Model.Name} is too close to the collector to be fully dismissed."); //Game.LogTrivial($"{_vehicle.Model.Name} is too close to the collector to be fully dismissed.");
GameFiber.Yield(); GameFiber.Yield();
} }
} }
if (!_vehicle || !_driver) if (!Vehicle || !Driver)
{ {
return; return;
} }
VehicleCollector.collectedVehicles.Remove(this); VehicleCollector.collectedVehicles.Remove(this);
Game.LogTrivial($"{_vehicle.Model.Name} dismissed successfully."); Game.LogTrivial($"{Vehicle.Model.Name} dismissed successfully.");
_driver.BlockPermanentEvents = false; Driver.BlockPermanentEvents = false;
_driver.Dismiss(); Driver.Dismiss();
_vehicle.IsSirenOn = false; Vehicle.IsSirenOn = false;
_vehicle.IsSirenSilent = true; Vehicle.IsSirenSilent = true;
_vehicle.Dismiss(); Vehicle.Dismiss();
}); });
} }
} }