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Commented out potentially useless code checking vehicle's distance to nearest collector upon dismissal.

This commit is contained in:
Rich Dunne 2020-10-04 13:53:31 -06:00
parent 334ec2358c
commit 70b0adbf8e

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@ -68,25 +68,27 @@ namespace SceneManager
if(dismissOption == DismissOption.FromWaypoint && CurrentWaypoint.Number == Path.Waypoints.Count || dismissOption == DismissOption.FromPath) if(dismissOption == DismissOption.FromWaypoint && CurrentWaypoint.Number == Path.Waypoints.Count || dismissOption == DismissOption.FromPath)
{ {
Logger.Log($"Dismissing from path");
Dismissed = true; Dismissed = true;
GameFiber.StartNew(() => GameFiber.StartNew(() =>
{ {
// check if the vehicle is near any of the path's collector waypoints // check if the vehicle is near any of the path's collector waypoints
//var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector && Vehicle.DistanceTo2D(wp.Position) <= wp.CollectorRadius * 2).FirstOrDefault(); //var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector && Vehicle.DistanceTo2D(wp.Position) <= wp.CollectorRadius * 2).FirstOrDefault();
var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => Vehicle.DistanceTo2D(wp.Position)).FirstOrDefault(); var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => Vehicle.DistanceTo2D(wp.Position)).FirstOrDefault();
if(nearestCollectorWaypoint != null && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= 5f) //if(nearestCollectorWaypoint != null && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= 5f)
{ //{
while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= 5f) // while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= 5f)
{ // {
//Game.LogTrivial($"{Vehicle.Model.Name} is too close to the collector to be fully dismissed."); // Game.LogTrivial($"{Vehicle.Model.Name} is within 5f of nearest collector to be fully dismissed.");
GameFiber.Yield(); // GameFiber.Yield();
} // }
} //}
else if(nearestCollectorWaypoint != null) //else if
if(nearestCollectorWaypoint != null)
{ {
while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius * 2) while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius * 2)
{ {
//Game.LogTrivial($"{Vehicle.Model.Name} is too close to the collector to be fully dismissed."); Game.LogTrivial($"{Vehicle.Model.Name} is within 2x collector radius, cannot be fully dismissed yet.");
GameFiber.Yield(); GameFiber.Yield();
} }
} }