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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 23:50:29 +01:00
Updated code to reference Path State enum based on recent refactor
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parent
338fa61c94
commit
773f76a7de
2 changed files with 17 additions and 14 deletions
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@ -76,20 +76,20 @@ namespace SceneManager
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});
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});
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}
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}
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}
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}
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else if(anyPathsExist && !PathMainMenu.GetPaths().Any(p => p != null && !p.PathFinished))
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else if(anyPathsExist && !PathMainMenu.GetPaths().Any(p => p != null && p.State == State.Creating))
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{
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{
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AddNewPathToPathsCollection(PathMainMenu.GetPaths(), PathMainMenu.GetPaths().IndexOf(PathMainMenu.GetPaths().Where(p => p.PathFinished).First()) + 1);
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AddNewPathToPathsCollection(PathMainMenu.GetPaths(), PathMainMenu.GetPaths().IndexOf(PathMainMenu.GetPaths().Where(p => p.State == State.Finished).First()) + 1);
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if (SettingsMenu.debugGraphics.Checked)
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if (SettingsMenu.debugGraphics.Checked)
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{
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{
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GameFiber.StartNew(() =>
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GameFiber.StartNew(() =>
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{
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{
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DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, PathMainMenu.GetPaths().Where(p => p != null && !p.PathFinished).First());
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DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, PathMainMenu.GetPaths().Where(p => p != null && p.State == State.Creating).First());
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});
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});
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}
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}
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}
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}
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var firstNonNullPath = PathMainMenu.GetPaths().Where(p => p != null && !p.PathFinished).First();
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var firstNonNullPath = PathMainMenu.GetPaths().Where(p => p != null && p.State == State.Creating).First();
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var pathIndex = PathMainMenu.GetPaths().IndexOf(firstNonNullPath);
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var pathIndex = PathMainMenu.GetPaths().IndexOf(firstNonNullPath);
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var currentPath = firstNonNullPath.PathNum;
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var currentPath = firstNonNullPath.PathNum;
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var currentWaypoint = PathMainMenu.GetPaths()[pathIndex].Waypoints.Count + 1;
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var currentWaypoint = PathMainMenu.GetPaths()[pathIndex].Waypoints.Count + 1;
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@ -120,7 +120,7 @@ namespace SceneManager
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// Loop through each path and find the first one which isn't finished, then delete the path's last waypoint and corresponding blip
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// Loop through each path and find the first one which isn't finished, then delete the path's last waypoint and corresponding blip
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for (int i = 0; i < PathMainMenu.GetPaths().Count; i++)
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for (int i = 0; i < PathMainMenu.GetPaths().Count; i++)
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{
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{
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if (PathMainMenu.GetPaths().ElementAtOrDefault(i) != null && !PathMainMenu.GetPaths()[i].PathFinished)
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if (PathMainMenu.GetPaths().ElementAtOrDefault(i) != null && PathMainMenu.GetPaths()[i].State == State.Creating)
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{
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{
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Game.LogTrivial($"[Path {i + 1}] {PathMainMenu.GetPaths()[i].Waypoints.Last().DrivingFlag.ToString()} waypoint removed");
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Game.LogTrivial($"[Path {i + 1}] {PathMainMenu.GetPaths()[i].Waypoints.Last().DrivingFlag.ToString()} waypoint removed");
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PathMainMenu.GetPaths()[i].Waypoints.Last().Blip.Delete();
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PathMainMenu.GetPaths()[i].Waypoints.Last().Blip.Delete();
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@ -150,7 +150,7 @@ namespace SceneManager
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for (int i = 0; i < PathMainMenu.GetPaths().Count; i++)
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for (int i = 0; i < PathMainMenu.GetPaths().Count; i++)
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{
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{
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var currentPath = PathMainMenu.GetPaths()[i];
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var currentPath = PathMainMenu.GetPaths()[i];
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if (PathMainMenu.GetPaths().ElementAtOrDefault(i) != null && !currentPath.PathFinished)
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if (PathMainMenu.GetPaths().ElementAtOrDefault(i) != null && currentPath.State == State.Creating)
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{
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{
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Game.LogTrivial($"[Path Creation] Path {currentPath.PathNum} finished with {currentPath.Waypoints.Count} waypoints.");
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Game.LogTrivial($"[Path Creation] Path {currentPath.PathNum} finished with {currentPath.Waypoints.Count} waypoints.");
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Game.DisplayNotification($"~o~Scene Manager\n~g~[Success]~w~ Path {i + 1} complete.");
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Game.DisplayNotification($"~o~Scene Manager\n~g~[Success]~w~ Path {i + 1} complete.");
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@ -159,7 +159,8 @@ namespace SceneManager
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{
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{
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currentPath.Waypoints.Last().CollectorRadiusBlip.Color = Color.OrangeRed;
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currentPath.Waypoints.Last().CollectorRadiusBlip.Color = Color.OrangeRed;
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}
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}
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currentPath.FinishPath();
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currentPath.State = State.Finished;
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//currentPath.FinishPath();
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currentPath.EnablePath();
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currentPath.EnablePath();
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currentPath.SetPathNumber(i + 1);
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currentPath.SetPathNumber(i + 1);
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PathMainMenu.AddPathToPathCountList(i, currentPath.PathNum);
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PathMainMenu.AddPathToPathCountList(i, currentPath.PathNum);
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@ -172,9 +173,10 @@ namespace SceneManager
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}
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}
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MenuManager.menuPool.CloseAllMenus();
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MenuManager.menuPool.CloseAllMenus();
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PathMainMenu.pathMainMenu.Clear();
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pathCreationMenu.Reset(true, true); // Trying to see if we can get away with resetting the menu instead of rebuilding it
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PathMainMenu.BuildPathMenu();
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//PathMainMenu.pathMainMenu.Clear();
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trafficEndPath.Enabled = false;
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//PathMainMenu.BuildPathMenu();
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//trafficEndPath.Enabled = false;
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PathMainMenu.pathMainMenu.Visible = true;
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PathMainMenu.pathMainMenu.Visible = true;
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break;
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break;
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}
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}
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@ -239,7 +241,7 @@ namespace SceneManager
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var pathNum = pathIndex + 1;
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var pathNum = pathIndex + 1;
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Game.LogTrivial($"Creating path {pathNum}");
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Game.LogTrivial($"Creating path {pathNum}");
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Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Path {pathNum} started.");
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Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Path {pathNum} started.");
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paths.Insert(pathIndex, new Path(pathNum, false));
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paths.Insert(pathIndex, new Path(pathNum, State.Creating));
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trafficRemoveWaypoint.Enabled = false;
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trafficRemoveWaypoint.Enabled = false;
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trafficEndPath.Enabled = false;
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trafficEndPath.Enabled = false;
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}
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}
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@ -21,15 +21,16 @@ namespace SceneManager
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public Path(int pathNum, bool pathFinished, bool pathDisabled, List<Waypoint> waypoints)
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public Path(int pathNum, bool pathFinished, bool pathDisabled, List<Waypoint> waypoints)
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{
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{
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PathNum = pathNum;
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PathNum = pathNum;
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PathFinished = pathFinished;
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//PathFinished = pathFinished;
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IsEnabled = pathDisabled;
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IsEnabled = pathDisabled;
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Waypoints = waypoints;
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Waypoints = waypoints;
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}
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}
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public Path(int pathNum, bool pathFinished)
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public Path(int pathNum, State pathState)
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{
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{
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PathNum = pathNum;
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PathNum = pathNum;
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PathFinished = pathFinished;
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State = pathState;
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//PathFinished = pathFinished;
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}
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}
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public void SetPathStatus(bool status)
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public void SetPathStatus(bool status)
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