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https://github.com/thegeneralist01/Scene-Manager-DevRepo
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Commented out unnecessary logging for release
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8bbb30e072
commit
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6 changed files with 23 additions and 22 deletions
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@ -70,7 +70,7 @@ namespace SceneManager
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//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} distance to collection waypoint: {collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}");
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Logger.Log($"{collectedVehicle.Vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {currentWaypoint.Number} (directed)");
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Logger.Log($"{collectedVehicle.Vehicle.Model.Name} Dismissed: {collectedVehicle.Dismissed}, Directed: {collectedVehicle.Directed}");
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//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} Dismissed: {collectedVehicle.Dismissed}, Directed: {collectedVehicle.Directed}");
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collectedVehicle.Driver.Tasks.DriveToPosition(currentWaypoint.Position, currentWaypoint.Speed, (VehicleDrivingFlags)currentWaypoint.DrivingFlagType, acceptedDistance);
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}
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@ -96,19 +96,19 @@ namespace SceneManager
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var driver = vehicle.Driver;
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Logger.Log($"Preparing to run task loop for {collectedVehicle.Vehicle.Model.Name} on path {path.Number}");
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Logger.Log($"Current path: {collectedVehicle.Path.Number}, Current waypoint: {collectedVehicle.CurrentWaypoint.Number}");
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//Logger.Log($"Current path: {collectedVehicle.Path.Number}, Current waypoint: {collectedVehicle.CurrentWaypoint.Number}");
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for (int currentWaypointTask = currentWaypoint.Number; currentWaypointTask < path.Waypoints.Count; currentWaypointTask++)
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{
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Logger.Log($"{collectedVehicle.Vehicle.Model.Name} in the task loop");
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Logger.Log($"Dismissed: {collectedVehicle.Dismissed}, Directed: {collectedVehicle.Directed}, StoppedAtWaypoint: {collectedVehicle.StoppedAtWaypoint}");
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//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} in the task loop");
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//Logger.Log($"Dismissed: {collectedVehicle.Dismissed}, Directed: {collectedVehicle.Directed}, StoppedAtWaypoint: {collectedVehicle.StoppedAtWaypoint}");
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collectedVehicle.SkipWaypoint = false;
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if (collectedVehicle == null || collectedVehicle.Dismissed || collectedVehicle.Directed)
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if (collectedVehicle == null || !collectedVehicle.Vehicle || collectedVehicle.Dismissed || collectedVehicle.Directed)
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{
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Logger.Log($"Vehicle dismissed or null, return");
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Logger.Log($"Vehicle dismissed, directed, or null, return");
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return;
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}
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if(collectedVehicle.Driver == null || !collectedVehicle.Vehicle.HasDriver || !collectedVehicle.Driver.IsAlive)
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if(collectedVehicle.Driver == null || !collectedVehicle.Driver || !collectedVehicle.Vehicle.HasDriver || !collectedVehicle.Driver.IsAlive || collectedVehicle.Vehicle.Driver == Game.LocalPlayer.Character)
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{
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Logger.Log($"{vehicle.Model.Name} does not have a driver/driver is null or driver is dead.");
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return;
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@ -121,7 +121,7 @@ namespace SceneManager
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float acceptedDistance = GetAcceptedStoppingDistance(path.Waypoints, currentWaypointTask);
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Logger.Log($"{vehicle.Model.Name} is driving to path {currentWaypoint.Path.Number} waypoint {path.Waypoints[currentWaypointTask].Number} (Stop: {currentWaypoint.IsStopWaypoint}, Driving flag: {currentWaypoint.DrivingFlagType})");
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Logger.Log($"{vehicle.Model.Name} driver is persistent: {driver.IsPersistent}");
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//Logger.Log($"{vehicle.Model.Name} driver is persistent: {driver.IsPersistent}");
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driver.Tasks.DriveToPosition(path.Waypoints[currentWaypointTask].Position, path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
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LoopWhileDrivingToWaypoint(currentWaypointTask, acceptedDistance);
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@ -194,7 +194,7 @@ namespace SceneManager
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collectedVehicle.Dismiss();
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return false;
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}
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if (!collectedVehicle.Driver || !collectedVehicle.Driver.IsAlive && !collectedVehicle.Dismissed)
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if (collectedVehicle.Driver == null || !collectedVehicle.Driver || !collectedVehicle.Driver.IsAlive && !collectedVehicle.Dismissed)
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{
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collectedVehicle.Dismiss();
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//Logger.Log($"{collectedVehicle.Vehicle.Model.Name} driver is null or dead");
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