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Renamed ControlledVehicle object and class to CollectedVehicle

This commit is contained in:
Rich Dunne 2020-08-20 08:47:28 -06:00
parent 2d85e65b32
commit c48d1ea8ed
4 changed files with 13 additions and 13 deletions

View file

@ -88,7 +88,7 @@ namespace SceneManager
var pathVehicles = TrafficPathing.collectedVehicles.Where(cv => cv.Value.Path == path.PathNum).ToList();
Game.LogTrivial($"Removing all vehicles on the path");
foreach (KeyValuePair<string, ControlledVehicle> cv in pathVehicles.Where(cv => cv.Value.Vehicle && cv.Value.Vehicle.Driver))
foreach (KeyValuePair<string, CollectedVehicle> cv in pathVehicles.Where(cv => cv.Value.Vehicle && cv.Value.Vehicle.Driver))
{
cv.Value.DismissNow = true;
cv.Value.Vehicle.Driver.Tasks.Clear();
@ -246,7 +246,7 @@ namespace SceneManager
}
else
{
TrafficPathing.collectedVehicles.Add(nearbyVehicle.LicensePlate, new ControlledVehicle(nearbyVehicle, nearbyVehicle.LicensePlate, paths[directDriver.Index].Waypoint[0].Path, paths[directDriver.Index].Waypoint.Count, 1, false, false, true));
TrafficPathing.collectedVehicles.Add(nearbyVehicle.LicensePlate, new CollectedVehicle(nearbyVehicle, nearbyVehicle.LicensePlate, paths[directDriver.Index].Waypoint[0].Path, paths[directDriver.Index].Waypoint.Count, 1, false, false, true));
Game.LogTrivial($"[Direct Driver] {nearbyVehicle.Model.Name} not in collection, adding to collection for path {paths[directDriver.Index].Waypoint[0].Path} with {paths[directDriver.Index].Waypoint.Count} waypoints");
GameFiber DirectTaskFiber = new GameFiber(() => TrafficPathing.DirectTask(TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate], paths[directDriver.Index].Waypoint));