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Updated code to reference Path State enum based on recent refactor

This commit is contained in:
Rich Dunne 2020-08-26 16:16:31 -06:00
parent 338fa61c94
commit 773f76a7de
2 changed files with 17 additions and 14 deletions

View file

@ -76,20 +76,20 @@ namespace SceneManager
});
}
}
else if(anyPathsExist && !PathMainMenu.GetPaths().Any(p => p != null && !p.PathFinished))
else if(anyPathsExist && !PathMainMenu.GetPaths().Any(p => p != null && p.State == State.Creating))
{
AddNewPathToPathsCollection(PathMainMenu.GetPaths(), PathMainMenu.GetPaths().IndexOf(PathMainMenu.GetPaths().Where(p => p.PathFinished).First()) + 1);
AddNewPathToPathsCollection(PathMainMenu.GetPaths(), PathMainMenu.GetPaths().IndexOf(PathMainMenu.GetPaths().Where(p => p.State == State.Finished).First()) + 1);
if (SettingsMenu.debugGraphics.Checked)
{
GameFiber.StartNew(() =>
{
DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, PathMainMenu.GetPaths().Where(p => p != null && !p.PathFinished).First());
DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, PathMainMenu.GetPaths().Where(p => p != null && p.State == State.Creating).First());
});
}
}
var firstNonNullPath = PathMainMenu.GetPaths().Where(p => p != null && !p.PathFinished).First();
var firstNonNullPath = PathMainMenu.GetPaths().Where(p => p != null && p.State == State.Creating).First();
var pathIndex = PathMainMenu.GetPaths().IndexOf(firstNonNullPath);
var currentPath = firstNonNullPath.PathNum;
var currentWaypoint = PathMainMenu.GetPaths()[pathIndex].Waypoints.Count + 1;
@ -120,7 +120,7 @@ namespace SceneManager
// Loop through each path and find the first one which isn't finished, then delete the path's last waypoint and corresponding blip
for (int i = 0; i < PathMainMenu.GetPaths().Count; i++)
{
if (PathMainMenu.GetPaths().ElementAtOrDefault(i) != null && !PathMainMenu.GetPaths()[i].PathFinished)
if (PathMainMenu.GetPaths().ElementAtOrDefault(i) != null && PathMainMenu.GetPaths()[i].State == State.Creating)
{
Game.LogTrivial($"[Path {i + 1}] {PathMainMenu.GetPaths()[i].Waypoints.Last().DrivingFlag.ToString()} waypoint removed");
PathMainMenu.GetPaths()[i].Waypoints.Last().Blip.Delete();
@ -150,7 +150,7 @@ namespace SceneManager
for (int i = 0; i < PathMainMenu.GetPaths().Count; i++)
{
var currentPath = PathMainMenu.GetPaths()[i];
if (PathMainMenu.GetPaths().ElementAtOrDefault(i) != null && !currentPath.PathFinished)
if (PathMainMenu.GetPaths().ElementAtOrDefault(i) != null && currentPath.State == State.Creating)
{
Game.LogTrivial($"[Path Creation] Path {currentPath.PathNum} finished with {currentPath.Waypoints.Count} waypoints.");
Game.DisplayNotification($"~o~Scene Manager\n~g~[Success]~w~ Path {i + 1} complete.");
@ -159,7 +159,8 @@ namespace SceneManager
{
currentPath.Waypoints.Last().CollectorRadiusBlip.Color = Color.OrangeRed;
}
currentPath.FinishPath();
currentPath.State = State.Finished;
//currentPath.FinishPath();
currentPath.EnablePath();
currentPath.SetPathNumber(i + 1);
PathMainMenu.AddPathToPathCountList(i, currentPath.PathNum);
@ -172,9 +173,10 @@ namespace SceneManager
}
MenuManager.menuPool.CloseAllMenus();
PathMainMenu.pathMainMenu.Clear();
PathMainMenu.BuildPathMenu();
trafficEndPath.Enabled = false;
pathCreationMenu.Reset(true, true); // Trying to see if we can get away with resetting the menu instead of rebuilding it
//PathMainMenu.pathMainMenu.Clear();
//PathMainMenu.BuildPathMenu();
//trafficEndPath.Enabled = false;
PathMainMenu.pathMainMenu.Visible = true;
break;
}
@ -239,7 +241,7 @@ namespace SceneManager
var pathNum = pathIndex + 1;
Game.LogTrivial($"Creating path {pathNum}");
Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Path {pathNum} started.");
paths.Insert(pathIndex, new Path(pathNum, false));
paths.Insert(pathIndex, new Path(pathNum, State.Creating));
trafficRemoveWaypoint.Enabled = false;
trafficEndPath.Enabled = false;
}