mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 23:50:29 +01:00
Refactored reference names, removed unused code.
This commit is contained in:
parent
6b2cb588cb
commit
801eca2cb2
2 changed files with 29 additions and 30 deletions
|
|
@ -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)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue