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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Refactored reference names, removed unused code.
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parent
6b2cb588cb
commit
801eca2cb2
2 changed files with 29 additions and 30 deletions
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@ -75,7 +75,7 @@ namespace SceneManager
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if (SettingsMenu.debugGraphics.Checked)
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{
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DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, PathMainMenu.GetPaths()[0]);
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DebugGraphics.LoopToDrawDebugGraphics(PathMainMenu.GetPaths()[0]);
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}
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}
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else if(anyPathsExist && !PathMainMenu.GetPaths().Any(p => p != null && p.State == State.Creating))
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@ -84,13 +84,13 @@ namespace SceneManager
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if (SettingsMenu.debugGraphics.Checked)
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{
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DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, PathMainMenu.GetPaths().Where(p => p != null && p.State == State.Creating).First());
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DebugGraphics.LoopToDrawDebugGraphics(PathMainMenu.GetPaths().Where(p => p != null && p.State == State.Creating).First());
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}
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}
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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 currentPath = firstNonNullPath.PathNum;
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var currentPath = firstNonNullPath.Number;
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var currentWaypoint = PathMainMenu.GetPaths()[pathIndex].Waypoints.Count + 1;
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var drivingFlag = drivingFlags[waypointType.Index];
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var blip = CreateWaypointBlip(pathIndex, drivingFlag);
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@ -150,18 +150,12 @@ namespace SceneManager
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var currentPath = PathMainMenu.GetPaths()[i];
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if (PathMainMenu.GetPaths().ElementAtOrDefault(i) != null && currentPath.State == State.Creating)
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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.Number} 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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//currentPath.Waypoints.Last().Blip.Color = Color.OrangeRed;
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//if (currentPath.Waypoints.Last().CollectorRadiusBlip)
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//{
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// currentPath.Waypoints.Last().CollectorRadiusBlip.Color = Color.OrangeRed;
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//}
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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.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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// For each waypoint in the path's WaypointData, start a collector game fiber and loop while the path and waypoint exist, and while the path is enabled
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foreach (Waypoint waypoint in PathMainMenu.GetPaths()[i].Waypoints)
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@ -9,17 +9,20 @@ namespace SceneManager
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{
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static class PathMainMenu
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{
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private static List<Path> paths = new List<Path>() { };
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public static UIMenu pathMainMenu { get; private set; }
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public static UIMenuItem createNewPath { get; private set; }
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public static UIMenuItem deleteAllPaths;
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public static UIMenuListScrollerItem<int> editPath { get; private set; }
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public static UIMenuNumericScrollerItem<int> editPath = new UIMenuNumericScrollerItem<int>("Edit Path", "", 1, paths.Count, 1);
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//public static UIMenuListScrollerItem<int> editPath { get; private set; }
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public static UIMenuListScrollerItem<string> directOptions { get; private set; }
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public static UIMenuListScrollerItem<int> directDriver { get; private set; }
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public static UIMenuNumericScrollerItem<int> directDriver = new UIMenuNumericScrollerItem<int>("Direct nearest driver to path", "", 1, paths.Count, 1);
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//public static UIMenuListScrollerItem<int> directDriver { get; private set; }
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public static UIMenuListScrollerItem<string> dismissDriver { get; private set; }
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public static UIMenuCheckboxItem disableAllPaths { get; private set; }
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private static List<int> pathsNum = new List<int>();
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private static List<Path> paths = new List<Path>() { };
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//private static List<int> pathsNum = new List<int>();
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private static List<string> dismissOptions = new List<string>() { "From path", "From waypoint", "From position" };
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public enum Delete
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{
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@ -44,13 +47,15 @@ namespace SceneManager
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pathMainMenu.AddItem(createNewPath = new UIMenuItem("Create New Path"));
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createNewPath.ForeColor = Color.Gold;
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pathMainMenu.AddItem(editPath = new UIMenuListScrollerItem<int>("Edit Path", "", pathsNum));
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pathMainMenu.AddItem(editPath = new UIMenuNumericScrollerItem<int>("Edit Path", "", 1, paths.Count, 1));
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//pathMainMenu.AddItem(editPath = new UIMenuListScrollerItem<int>("Edit Path", "", pathsNum));
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editPath.ForeColor = Color.Gold;
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pathMainMenu.AddItem(disableAllPaths = new UIMenuCheckboxItem("Disable All Paths", false));
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pathMainMenu.AddItem(deleteAllPaths = new UIMenuItem("Delete All Paths"));
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deleteAllPaths.ForeColor = Color.Gold;
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pathMainMenu.AddItem(directOptions = new UIMenuListScrollerItem<string>("Direct driver to path's", "", new[] { "First waypoint", "Nearest waypoint" }));
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pathMainMenu.AddItem(directDriver = new UIMenuListScrollerItem<int>("Direct nearest driver to path", "", pathsNum));
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pathMainMenu.AddItem(directDriver = new UIMenuNumericScrollerItem<int>("Direct nearest driver to path", "", 1, paths.Count, 1));
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//pathMainMenu.AddItem(directDriver = new UIMenuListScrollerItem<int>("Direct nearest driver to path", "", pathsNum));
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directDriver.ForeColor = Color.Gold;
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pathMainMenu.AddItem(dismissDriver = new UIMenuListScrollerItem<string>("Dismiss nearest driver", "", dismissOptions));
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dismissDriver.ForeColor = Color.Gold;
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@ -80,10 +85,10 @@ namespace SceneManager
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return ref paths;
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}
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public static void AddPathToPathCountList(int indexToInsertAt, int pathNum)
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{
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pathsNum.Insert(indexToInsertAt, pathNum);
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}
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//public static void AddPathToPathCountList(int indexToInsertAt, int pathNum)
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//{
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// pathsNum.Insert(indexToInsertAt, pathNum);
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//}
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private static bool VehicleAndDriverValid(this Vehicle v)
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{
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@ -115,8 +120,8 @@ namespace SceneManager
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{
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// Before deleting a path, we need to dismiss any vehicles controlled by that path and remove the vehicles from ControlledVehicles
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//Game.LogTrivial($"Deleting path {index+1}");
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Game.LogTrivial($"Deleting path {path.PathNum}");
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var pathVehicles = VehicleCollector.collectedVehicles.Where(cv => cv.Path == path.PathNum).ToList();
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Game.LogTrivial($"Deleting path {path.Number}");
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var pathVehicles = VehicleCollector.collectedVehicles.Where(cv => cv.Path == path.Number).ToList();
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Game.LogTrivial($"Removing all vehicles on the path");
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foreach (CollectedVehicle cv in pathVehicles.Where(cv => cv.Vehicle && cv.Vehicle.Driver))
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@ -158,11 +163,11 @@ namespace SceneManager
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paths.RemoveAt(index);
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//Game.LogTrivial("pathsNum count: " + pathsNum.Count);
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//Game.LogTrivial("index: " + index);
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pathsNum.RemoveAt(index);
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//pathsNum.RemoveAt(index);
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BuildPathMenu();
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pathMainMenu.Visible = true;
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Game.LogTrivial($"Path {path.PathNum} deleted.");
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Game.DisplayNotification($"~o~Scene Manager\n~w~Path {path.PathNum} deleted.");
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Game.LogTrivial($"Path {path.Number} deleted.");
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Game.DisplayNotification($"~o~Scene Manager\n~w~Path {path.Number} deleted.");
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}
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EditPathMenu.editPathMenu.Reset(true, true);
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@ -182,8 +187,8 @@ namespace SceneManager
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if (paths.ElementAtOrDefault(i) != null && paths[i].State == State.Creating)
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{
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//Game.LogTrivial($"pathFinished: {paths[i].PathFinished}");
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Game.LogTrivial($"Resuming path {paths[i].PathNum}");
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Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Resuming path {paths[i].PathNum}");
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Game.LogTrivial($"Resuming path {paths[i].Number}");
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Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Resuming path {paths[i].Number}");
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break;
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}
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}
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@ -211,7 +216,7 @@ namespace SceneManager
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path.Waypoints.Clear();
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}
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paths.Clear();
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pathsNum.Clear();
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//pathsNum.Clear();
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BuildPathMenu();
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pathMainMenu.Visible = true;
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Game.LogTrivial($"All paths deleted");
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@ -256,7 +261,7 @@ namespace SceneManager
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{
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VehicleCollector.collectedVehicles.Add(new CollectedVehicle(nearbyVehicle, nearbyVehicle.LicensePlate, paths[directDriver.Index].Waypoints[0].Path, paths[directDriver.Index].Waypoints.Count, 1, false, false));
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var collectedVehicle = VehicleCollector.collectedVehicles.Where(cv => cv.Vehicle == nearbyVehicle) as CollectedVehicle;
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Game.LogTrivial($"[Direct Driver] {nearbyVehicle.Model.Name} not in collection, adding to collection for path {paths[directDriver.Index].PathNum} with {paths[directDriver.Index].Waypoints.Count} waypoints");
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Game.LogTrivial($"[Direct Driver] {nearbyVehicle.Model.Name} not in collection, adding to collection for path {paths[directDriver.Index].Number} with {paths[directDriver.Index].Waypoints.Count} waypoints");
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if (directOptions.SelectedItem == "First waypoint")
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{
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