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Refactored reference names, removed unused code.

This commit is contained in:
Rich Dunne 2020-09-05 14:05:30 -06:00
parent 6b2cb588cb
commit 801eca2cb2
2 changed files with 29 additions and 30 deletions

View file

@ -75,7 +75,7 @@ namespace SceneManager
if (SettingsMenu.debugGraphics.Checked)
{
DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, PathMainMenu.GetPaths()[0]);
DebugGraphics.LoopToDrawDebugGraphics(PathMainMenu.GetPaths()[0]);
}
}
else if(anyPathsExist && !PathMainMenu.GetPaths().Any(p => p != null && p.State == State.Creating))
@ -84,13 +84,13 @@ namespace SceneManager
if (SettingsMenu.debugGraphics.Checked)
{
DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, PathMainMenu.GetPaths().Where(p => p != null && p.State == State.Creating).First());
DebugGraphics.LoopToDrawDebugGraphics(PathMainMenu.GetPaths().Where(p => p != null && p.State == State.Creating).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 currentPath = firstNonNullPath.Number;
var currentWaypoint = PathMainMenu.GetPaths()[pathIndex].Waypoints.Count + 1;
var drivingFlag = drivingFlags[waypointType.Index];
var blip = CreateWaypointBlip(pathIndex, drivingFlag);
@ -150,18 +150,12 @@ namespace SceneManager
var currentPath = PathMainMenu.GetPaths()[i];
if (PathMainMenu.GetPaths().ElementAtOrDefault(i) != null && currentPath.State == State.Creating)
{
Game.LogTrivial($"[Path Creation] Path {currentPath.PathNum} finished with {currentPath.Waypoints.Count} waypoints.");
Game.LogTrivial($"[Path Creation] Path {currentPath.Number} finished with {currentPath.Waypoints.Count} waypoints.");
Game.DisplayNotification($"~o~Scene Manager\n~g~[Success]~w~ Path {i + 1} complete.");
//currentPath.Waypoints.Last().Blip.Color = Color.OrangeRed;
//if (currentPath.Waypoints.Last().CollectorRadiusBlip)
//{
// currentPath.Waypoints.Last().CollectorRadiusBlip.Color = Color.OrangeRed;
//}
currentPath.State = State.Finished;
//currentPath.FinishPath();
currentPath.EnablePath();
currentPath.SetPathNumber(i + 1);
PathMainMenu.AddPathToPathCountList(i, currentPath.PathNum);
//PathMainMenu.AddPathToPathCountList(i, currentPath.PathNum);
// 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
foreach (Waypoint waypoint in PathMainMenu.GetPaths()[i].Waypoints)