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Added guard clause function for null checks

This commit is contained in:
Rich Dunne 2020-09-07 08:51:19 -06:00
parent a87ac5ffdc
commit b7b9cf3f8f

View file

@ -50,21 +50,7 @@ namespace SceneManager
for (int nextWaypoint = currentWaypoint.Number; nextWaypoint < waypoints.Count; nextWaypoint++)
{
if (waypoints.ElementAtOrDefault(nextWaypoint) == null)
{
Game.LogTrivial($"Waypoint is null");
return;
}
if (!vehicle)
{
Game.LogTrivial($"Vehicle is null");
return;
}
if (!driver)
{
Game.LogTrivial($"Driver is null");
return;
}
VehicleAndDriverNullChecks(waypoints, nextWaypoint, collectedVehicle);
Game.LogTrivial($"{vehicle.Model.Name} is driving to waypoint {waypoints[nextWaypoint].Number}");
if (waypoints.ElementAtOrDefault(nextWaypoint) != null && !collectedVehicle.StoppedAtWaypoint)
@ -90,10 +76,56 @@ namespace SceneManager
}
}
private static void VehicleAndDriverNullChecks(CollectedVehicle collectedVehicle)
{
if (collectedVehicle == null)
{
Game.LogTrivial($"CollectedVehicle is null");
return;
}
if (!collectedVehicle.Vehicle)
{
Game.LogTrivial($"Vehicle is null");
return;
}
if (!collectedVehicle.Driver)
{
Game.LogTrivial($"Driver is null");
return;
}
}
private static void VehicleAndDriverNullChecks(List<Waypoint> waypoints, int nextWaypoint, CollectedVehicle collectedVehicle)
{
if (waypoints.ElementAtOrDefault(nextWaypoint) == null)
{
Game.LogTrivial($"Waypoint is null");
return;
}
if(collectedVehicle == null)
{
Game.LogTrivial($"CollectedVehicle is null");
return;
}
if (!collectedVehicle.Vehicle)
{
Game.LogTrivial($"Vehicle is null");
return;
}
if (!collectedVehicle.Driver)
{
Game.LogTrivial($"Driver is null");
return;
}
}
private static void StopVehicleAtWaypoint(CollectedVehicle collectedVehicle)
{
VehicleAndDriverNullChecks(collectedVehicle);
Game.LogTrivial($"{collectedVehicle.Vehicle.Model.Name} stopping at waypoint.");
collectedVehicle.Driver.Tasks.DriveToPosition(collectedVehicle.Vehicle.FrontPosition, 10f, VehicleDrivingFlags.StopAtDestination);
//collectedVehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.GoForwardStraightBraking);
collectedVehicle.Driver.Tasks.DriveToPosition(collectedVehicle.Vehicle.FrontPosition, 10f, (VehicleDrivingFlags)2147483648); // This causes FPS loss
collectedVehicle.SetStoppedAtWaypoint(true);
while (collectedVehicle.Vehicle && collectedVehicle.StoppedAtWaypoint)