1
Fork 0
mirror of https://github.com/thegeneralist01/Scene-Manager-DevRepo synced 2026-01-11 15:40:29 +01:00

Added null checking method. Updated references based on CollectedVehicle refactoring. Fixed performance issue with vehicle's at stop waypoint.

This commit is contained in:
Rich Dunne 2020-09-07 20:28:24 -06:00
parent 8fb6f33ffb
commit 4b68e12606

View file

@ -8,22 +8,20 @@ namespace SceneManager
{
public static void AssignWaypointTasks(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
{
if(!collectedVehicle.Vehicle || !collectedVehicle.Vehicle.Driver)
if (!VehicleAndDriverNullChecks(collectedVehicle))
{
Game.LogTrivial($"Collected vehicle or driver is null");
return;
}
if (currentWaypoint != null && currentWaypoint.DrivingFlag == VehicleDrivingFlags.StopAtDestination)
{
StopVehicleAtWaypoint(collectedVehicle);
StopVehicleAtWaypoint(currentWaypoint, collectedVehicle);
}
DriveVehicleToNextWaypoint(collectedVehicle, waypoints, currentWaypoint);
if (!collectedVehicle.Vehicle || !collectedVehicle.Vehicle.Driver)
if (!VehicleAndDriverNullChecks(collectedVehicle))
{
Game.LogTrivial($"Collected vehicle or driver is null");
return;
}
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} all tasks complete.");
@ -32,15 +30,7 @@ namespace SceneManager
private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
{
if (collectedVehicle == null)
{
return;
}
if (!collectedVehicle.Vehicle)
{
return;
}
if (!collectedVehicle.Driver)
if (!VehicleAndDriverNullChecks(collectedVehicle))
{
return;
}
@ -50,7 +40,10 @@ namespace SceneManager
for (int nextWaypoint = currentWaypoint.Number; nextWaypoint < waypoints.Count; nextWaypoint++)
{
VehicleAndDriverNullChecks(waypoints, nextWaypoint, collectedVehicle);
if (!VehicleAndDriverNullChecks(waypoints, nextWaypoint, collectedVehicle))
{
return;
}
Game.LogTrivial($"{vehicle.Model.Name} is driving to waypoint {waypoints[nextWaypoint].Number}");
if (waypoints.ElementAtOrDefault(nextWaypoint) != null && !collectedVehicle.StoppedAtWaypoint)
@ -71,67 +64,73 @@ namespace SceneManager
{
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
collectedVehicle.Vehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
collectedVehicle.SetStoppedAtWaypoint(true);
collectedVehicle.StoppedAtWaypoint = true;
}
}
}
private static void VehicleAndDriverNullChecks(CollectedVehicle collectedVehicle)
private static bool VehicleAndDriverNullChecks(CollectedVehicle collectedVehicle)
{
if (collectedVehicle == null)
{
Game.LogTrivial($"CollectedVehicle is null");
return;
return false;
}
if (!collectedVehicle.Vehicle)
{
Game.LogTrivial($"Vehicle is null");
return;
return false;
}
if (!collectedVehicle.Driver)
{
Game.LogTrivial($"Driver is null");
return;
return false;
}
return true;
}
private static void VehicleAndDriverNullChecks(List<Waypoint> waypoints, int nextWaypoint, CollectedVehicle collectedVehicle)
private static bool VehicleAndDriverNullChecks(List<Waypoint> waypoints, int nextWaypoint, CollectedVehicle collectedVehicle)
{
if (waypoints.ElementAtOrDefault(nextWaypoint) == null)
{
Game.LogTrivial($"Waypoint is null");
return;
return false;
}
if(collectedVehicle == null)
{
Game.LogTrivial($"CollectedVehicle is null");
return;
return false;
}
if (!collectedVehicle.Vehicle)
{
Game.LogTrivial($"Vehicle is null");
return;
return false;
}
if (!collectedVehicle.Driver)
{
Game.LogTrivial($"Driver is null");
return;
return false;
}
return true;
}
private static void StopVehicleAtWaypoint(CollectedVehicle collectedVehicle)
private static void StopVehicleAtWaypoint(Waypoint currentWaypoint, CollectedVehicle collectedVehicle)
{
VehicleAndDriverNullChecks(collectedVehicle);
if (!VehicleAndDriverNullChecks(collectedVehicle))
{
return;
}
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
//collectedVehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
collectedVehicle.Driver.Tasks.DriveToPosition(collectedVehicle.Vehicle.FrontPosition, 10f, (VehicleDrivingFlags)2147483648); // This causes FPS loss
collectedVehicle.SetStoppedAtWaypoint(true);
//collectedVehicle.Driver.Tasks.DriveToPosition(collectedVehicle.Vehicle.FrontPosition, 10f, (VehicleDrivingFlags)2147483648); // This causes FPS loss
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 3f, -1, true);
collectedVehicle.StoppedAtWaypoint = true;
while (collectedVehicle.Vehicle && collectedVehicle.StoppedAtWaypoint)
while (currentWaypoint != null && collectedVehicle.Vehicle && collectedVehicle.StoppedAtWaypoint)
{
GameFiber.Yield();
}
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, 3f, 1, true);
}
public static void DismissDriver(CollectedVehicle cv)
@ -147,8 +146,7 @@ namespace SceneManager
return;
}
cv.SetDismissNow(true);
cv.SetStoppedAtWaypoint(false);
cv.StoppedAtWaypoint = false;
if (cv.Vehicle && cv.Vehicle.Driver)
{
cv.Vehicle.Driver.Dismiss();