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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Refactored due to changing when a path is considered "being created"
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1 changed files with 15 additions and 16 deletions
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@ -173,7 +173,6 @@ namespace SceneManager
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{
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if (selectedItem == createNewPath)
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{
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createNewPath.Text = "Continue Creating Current Path";
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pathMainMenu.Visible = false;
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PathCreationMenu.pathCreationMenu.Visible = true;
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@ -183,24 +182,24 @@ namespace SceneManager
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if (paths.ElementAtOrDefault(i) != null && paths[i].PathFinished == false)
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{
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//Game.LogTrivial($"pathFinished: {paths[i].PathFinished}");
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Game.LogTrivial($"Resuming path {i + 1}");
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Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Resuming path {i + 1}");
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Game.LogTrivial($"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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break;
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}
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else if (paths.ElementAtOrDefault(i) == null)
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{
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//else if (paths.ElementAtOrDefault(i) == null)
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//{
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// Do we only want to do this once the first waypoint is added ?
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PathCreationMenu.AddNewPathToPathsCollection(paths, i);
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// PathCreationMenu.AddNewPathToPathsCollection(paths, i);
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if (SettingsMenu.debugGraphics.Checked)
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{
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GameFiber.StartNew(() =>
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{
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DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, paths[i]);
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});
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}
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break;
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}
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// if (SettingsMenu.debugGraphics.Checked)
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// {
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// GameFiber.StartNew(() =>
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// {
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// DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, paths[i]);
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// });
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// }
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// break;
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//}
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}
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}
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