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Moved World.SpeedZone code to Waypoint class

This commit is contained in:
Rich Dunne 2020-09-06 09:19:10 -06:00
parent af57fd791e
commit 7513326e46

View file

@ -89,7 +89,7 @@ namespace SceneManager
editWaypointMenu.OnItemSelect += EditWaypoint_OnItemSelected;
editWaypoint.IndexChanged += EditWaypoint_OnIndexChanged;
currentWaypoint.DrawMarkerForEditWaypoint();
currentWaypoint.DrawMarkerForWaypointBeingEdited();
}
private static void EditWaypoint_OnIndexChanged(UIMenuScrollerItem scrollerItem, int oldIndex, int newIndex)
@ -99,7 +99,7 @@ namespace SceneManager
if (scrollerItem == editWaypoint)
{
currentPath.Waypoints[oldIndex].EnableWaypointMarker(true);
currentPath.Waypoints[oldIndex].EnableWaypointMarker = true;
}
}
@ -116,7 +116,7 @@ namespace SceneManager
changeCollectorRadius.Enabled = collectorWaypoint.Checked ? true : false;
changeSpeedZoneRadius.Enabled = collectorWaypoint.Checked ? true : false;
updateWaypointPosition.Checked = false;
currentWaypoint.DrawMarkerForEditWaypoint();
currentWaypoint.DrawMarkerForWaypointBeingEdited();
}
if (scrollerItem == changeCollectorRadius)
@ -169,7 +169,7 @@ namespace SceneManager
if (selectedItem == addAsNewWaypoint)
{
currentWaypoint.EnableWaypointMarker(true);
currentWaypoint.EnableWaypointMarker = true;
var pathIndex = PathMainMenu.GetPaths().IndexOf(currentPath);
var drivingFlag = drivingFlags[changeWaypointType.Index];
var blip = PathCreationMenu.CreateWaypointBlip(pathIndex, drivingFlag);
@ -180,10 +180,7 @@ namespace SceneManager
if (collectorWaypoint.Checked)
{
var yieldZone = SettingsMenu.speedUnits.SelectedItem == SettingsMenu.SpeedUnitsOfMeasure.MPH
? World.AddSpeedZone(Game.LocalPlayer.Character.Position, changeSpeedZoneRadius.Value, SetDriveSpeedForWaypoint())
: World.AddSpeedZone(Game.LocalPlayer.Character.Position, changeSpeedZoneRadius.Value, SetDriveSpeedForWaypoint());
currentPath.Waypoints.Add(new Waypoint(currentPath.Number, currentWaypoint.Number + 1, Game.LocalPlayer.Character.Position, SetDriveSpeedForWaypoint(), drivingFlag, blip, true, changeCollectorRadius.Value, changeSpeedZoneRadius.Value, yieldZone));
currentPath.Waypoints.Add(new Waypoint(currentPath.Number, currentWaypoint.Number + 1, Game.LocalPlayer.Character.Position, SetDriveSpeedForWaypoint(), drivingFlag, blip, true, changeCollectorRadius.Value, changeSpeedZoneRadius.Value));
}
else
{
@ -220,7 +217,7 @@ namespace SceneManager
foreach (Waypoint wp in currentPath.Waypoints)
{
wp.UpdateWaypointNumber(currentPath.Waypoints.IndexOf(wp) + 1);
wp.Number = currentPath.Waypoints.IndexOf(wp) + 1;
Game.LogTrivial($"Waypoint at index {currentPath.Waypoints.IndexOf(wp)} is now waypoint #{wp.Number}");
}