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Remove SetVehicleAndDriverPersistence method now that it is handled by the CollectedVehicle class

This commit is contained in:
Rich Dunne 2020-10-08 05:56:20 -06:00
parent 82c221355d
commit a3b553cbff

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@ -66,7 +66,7 @@ namespace SceneManager
var collectedVehicle = collectedVehicles.Where(cv => cv.Vehicle == vehicle).FirstOrDefault();
if(collectedVehicle == null)
{
SetVehicleAndDriverPersistence(vehicle);
//SetVehicleAndDriverPersistence(vehicle);
CollectedVehicle newCollectedVehicle = AddVehicleToCollection(path, waypoint, vehicle);
Logger.Log($"Vehicle's front position distance to waypoint: {vehicle.FrontPosition.DistanceTo2D(waypoint.Position)}, collector radius: {waypoint.CollectorRadius}");
GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, path.Waypoints, waypoint));
@ -124,13 +124,5 @@ namespace SceneManager
return false;
}
}
internal static void SetVehicleAndDriverPersistence(Vehicle v)
{
v.IsPersistent = true;
v.Driver.IsPersistent = true;
v.Driver.BlockPermanentEvents = true;
v.Driver.Tasks.Clear();
}
}
}