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Updated reference to vehicle tasking based on AITasking refactor. Fixed speed zone radius not updating correctly.

This commit is contained in:
Rich Dunne 2020-10-24 07:47:09 -06:00
parent ebf8884842
commit a187d8bac9

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@ -97,7 +97,7 @@ namespace SceneManager
{ {
IsCollector = true; IsCollector = true;
RemoveSpeedZone(); RemoveSpeedZone();
SpeedZone = World.AddSpeedZone(currentWaypoint.Position, SpeedZoneRadius, speed); SpeedZone = World.AddSpeedZone(currentWaypoint.Position, speedZoneRadius, speed);
Blip.Color = Color.Blue; Blip.Color = Color.Blue;
if (CollectorRadiusBlip) if (CollectorRadiusBlip)
{ {
@ -321,8 +321,8 @@ namespace SceneManager
if (collectedVehicle == null) if (collectedVehicle == null)
{ {
CollectedVehicle newCollectedVehicle = AddVehicleToCollection(vehicle); CollectedVehicle newCollectedVehicle = AddVehicleToCollection(vehicle);
//Logger.Log($"Vehicle's front position distance to waypoint: {vehicle.FrontPosition.DistanceTo2D(waypoint.Position)}, collector radius: {waypoint.CollectorRadius}"); GameFiber AssignTasksFiber = new GameFiber(() => newCollectedVehicle.AssignWaypointTasks(Path, this));
GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, Path, this)); //GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, Path, this));
AssignTasksFiber.Start(); AssignTasksFiber.Start();
} }
} }