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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 23:50:29 +01:00
Commented out potentially useless code checking vehicle's distance to nearest collector upon dismissal.
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334ec2358c
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1 changed files with 12 additions and 10 deletions
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@ -68,25 +68,27 @@ namespace SceneManager
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if(dismissOption == DismissOption.FromWaypoint && CurrentWaypoint.Number == Path.Waypoints.Count || dismissOption == DismissOption.FromPath)
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if(dismissOption == DismissOption.FromWaypoint && CurrentWaypoint.Number == Path.Waypoints.Count || dismissOption == DismissOption.FromPath)
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{
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{
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Logger.Log($"Dismissing from path");
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Dismissed = true;
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Dismissed = true;
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GameFiber.StartNew(() =>
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GameFiber.StartNew(() =>
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{
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{
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// check if the vehicle is near any of the path's collector waypoints
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// check if the vehicle is near any of the path's collector waypoints
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//var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector && Vehicle.DistanceTo2D(wp.Position) <= wp.CollectorRadius * 2).FirstOrDefault();
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//var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector && Vehicle.DistanceTo2D(wp.Position) <= wp.CollectorRadius * 2).FirstOrDefault();
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var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => Vehicle.DistanceTo2D(wp.Position)).FirstOrDefault();
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var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => Vehicle.DistanceTo2D(wp.Position)).FirstOrDefault();
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if(nearestCollectorWaypoint != null && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= 5f)
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//if(nearestCollectorWaypoint != null && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= 5f)
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{
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//{
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while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= 5f)
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// while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= 5f)
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{
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// {
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//Game.LogTrivial($"{Vehicle.Model.Name} is too close to the collector to be fully dismissed.");
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// Game.LogTrivial($"{Vehicle.Model.Name} is within 5f of nearest collector to be fully dismissed.");
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GameFiber.Yield();
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// GameFiber.Yield();
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}
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// }
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}
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//}
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else if(nearestCollectorWaypoint != null)
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//else if
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if(nearestCollectorWaypoint != null)
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{
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{
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while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius * 2)
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while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius * 2)
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{
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{
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//Game.LogTrivial($"{Vehicle.Model.Name} is too close to the collector to be fully dismissed.");
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Game.LogTrivial($"{Vehicle.Model.Name} is within 2x collector radius, cannot be fully dismissed yet.");
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GameFiber.Yield();
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GameFiber.Yield();
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}
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}
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}
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}
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