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Refactored due to changing when a path is considered "being created"

This commit is contained in:
Rich Dunne 2020-08-25 20:54:09 -06:00
parent cfd99f7f9a
commit 82d1e5293c

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@ -173,7 +173,6 @@ namespace SceneManager
{ {
if (selectedItem == createNewPath) if (selectedItem == createNewPath)
{ {
createNewPath.Text = "Continue Creating Current Path";
pathMainMenu.Visible = false; pathMainMenu.Visible = false;
PathCreationMenu.pathCreationMenu.Visible = true; PathCreationMenu.pathCreationMenu.Visible = true;
@ -183,24 +182,24 @@ namespace SceneManager
if (paths.ElementAtOrDefault(i) != null && paths[i].PathFinished == false) if (paths.ElementAtOrDefault(i) != null && paths[i].PathFinished == false)
{ {
//Game.LogTrivial($"pathFinished: {paths[i].PathFinished}"); //Game.LogTrivial($"pathFinished: {paths[i].PathFinished}");
Game.LogTrivial($"Resuming path {i + 1}"); Game.LogTrivial($"Resuming path {paths[i].PathNum}");
Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Resuming path {i + 1}"); Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Resuming path {paths[i].PathNum}");
break; break;
} }
else if (paths.ElementAtOrDefault(i) == null) //else if (paths.ElementAtOrDefault(i) == null)
{ //{
// Do we only want to do this once the first waypoint is added? // Do we only want to do this once the first waypoint is added ?
PathCreationMenu.AddNewPathToPathsCollection(paths, i); // PathCreationMenu.AddNewPathToPathsCollection(paths, i);
if (SettingsMenu.debugGraphics.Checked) // if (SettingsMenu.debugGraphics.Checked)
{ // {
GameFiber.StartNew(() => // GameFiber.StartNew(() =>
{ // {
DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, paths[i]); // DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, paths[i]);
}); // });
} // }
break; // break;
} //}
} }
} }