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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Renamed ControlledVehicle object and class to CollectedVehicle
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parent
2d85e65b32
commit
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4 changed files with 13 additions and 13 deletions
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@ -88,7 +88,7 @@ namespace SceneManager
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var pathVehicles = TrafficPathing.collectedVehicles.Where(cv => cv.Value.Path == path.PathNum).ToList();
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Game.LogTrivial($"Removing all vehicles on the path");
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foreach (KeyValuePair<string, ControlledVehicle> cv in pathVehicles.Where(cv => cv.Value.Vehicle && cv.Value.Vehicle.Driver))
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foreach (KeyValuePair<string, CollectedVehicle> cv in pathVehicles.Where(cv => cv.Value.Vehicle && cv.Value.Vehicle.Driver))
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{
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cv.Value.DismissNow = true;
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cv.Value.Vehicle.Driver.Tasks.Clear();
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@ -246,7 +246,7 @@ namespace SceneManager
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}
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else
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{
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TrafficPathing.collectedVehicles.Add(nearbyVehicle.LicensePlate, new ControlledVehicle(nearbyVehicle, nearbyVehicle.LicensePlate, paths[directDriver.Index].Waypoint[0].Path, paths[directDriver.Index].Waypoint.Count, 1, false, false, true));
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TrafficPathing.collectedVehicles.Add(nearbyVehicle.LicensePlate, new CollectedVehicle(nearbyVehicle, nearbyVehicle.LicensePlate, paths[directDriver.Index].Waypoint[0].Path, paths[directDriver.Index].Waypoint.Count, 1, false, false, true));
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Game.LogTrivial($"[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");
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GameFiber DirectTaskFiber = new GameFiber(() => TrafficPathing.DirectTask(TrafficPathing.collectedVehicles[nearbyVehicle.LicensePlate], paths[directDriver.Index].Waypoint));
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@ -2,7 +2,7 @@
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namespace SceneManager
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{
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public class ControlledVehicle
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public class CollectedVehicle
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{
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public Vehicle Vehicle;
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public string LicensePlate;
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@ -14,7 +14,7 @@ namespace SceneManager
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public bool StoppedAtWaypoint;
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public bool Redirected;
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public ControlledVehicle(Vehicle vehicle, string licensePlate, int path, int totalWaypoints, int currentWaypoint, bool tasksAssigned, bool dismissNow, bool redirected)
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public CollectedVehicle(Vehicle vehicle, string licensePlate, int path, int totalWaypoints, int currentWaypoint, bool tasksAssigned, bool dismissNow, bool redirected)
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{
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Vehicle = vehicle;
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LicensePlate = licensePlate;
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@ -52,7 +52,7 @@
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Menus\BarrierMenu.cs" />
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<Compile Include="Object Classes\ControlledVehicle.cs" />
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<Compile Include="Object Classes\CollectedVehicle.cs" />
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<Compile Include="Menus\EditPathMenu.cs" />
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<Compile Include="Menus\EditWaypointMenu.cs" />
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<Compile Include="EntryPoint.cs" />
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@ -8,7 +8,7 @@ namespace SceneManager
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{
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public static class TrafficPathing
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{
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public static Dictionary<string, ControlledVehicle> collectedVehicles = new Dictionary<string, ControlledVehicle>();
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public static Dictionary<string, CollectedVehicle> collectedVehicles = new Dictionary<string, CollectedVehicle>();
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public static void WaypointVehicleCollector(List<Path> paths, Path path, Waypoint waypoint)
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{
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@ -29,7 +29,7 @@ namespace SceneManager
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// If the vehicle is not in the collection yet
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if (!collectedVehicles.ContainsKey(v.LicensePlate))
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{
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var collectedVehicle = new ControlledVehicle(v, v.LicensePlate, path.PathNum, path.Waypoint.Count, waypoint.WaypointNum, true, false, false);
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var collectedVehicle = new CollectedVehicle(v, v.LicensePlate, path.PathNum, path.Waypoint.Count, waypoint.WaypointNum, true, false, false);
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collectedVehicles.Add(v.LicensePlate, collectedVehicle);
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Game.LogTrivial($"[WaypointVehicleCollector] Added {v.Model.Name} to collection from path {path.PathNum}, waypoint {waypoint.WaypointNum}.");
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@ -70,7 +70,7 @@ namespace SceneManager
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}
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}
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private static void AssignTasks(ControlledVehicle collectedVehicle, List<Waypoint> waypointData, Waypoint waypoint)
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private static void AssignTasks(CollectedVehicle collectedVehicle, List<Waypoint> waypointData, Waypoint waypoint)
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{
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if (waypointData.Count == 1)
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{
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@ -85,7 +85,7 @@ namespace SceneManager
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}
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// TODO: Combine single and multiwaypoint tasks into one method
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private static void AssignSingleWaypointTask(ControlledVehicle cv, List<Waypoint> waypointData)
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private static void AssignSingleWaypointTask(CollectedVehicle cv, List<Waypoint> waypointData)
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{
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// Give driver a task to the single path waypoint. Run a loop with a condition checking for DismissNow for cases where the driver is dismissed or redirected
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Game.LogTrivial($"Assigning task for single waypoint.");
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@ -109,7 +109,7 @@ namespace SceneManager
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}
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}
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private static void AssignMultiWaypointTasks(ControlledVehicle cv, List<Waypoint> waypointData, Waypoint collectorWaypoint)
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private static void AssignMultiWaypointTasks(CollectedVehicle cv, List<Waypoint> waypointData, Waypoint collectorWaypoint)
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{
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// For each waypoint in the path, give driver a task to that waypoint
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// i needs to be the index of the waypoint the vehicle was collected from
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@ -173,7 +173,7 @@ namespace SceneManager
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DismissDriver(cv);
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}
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private static void DismissDriver(ControlledVehicle cv)
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private static void DismissDriver(CollectedVehicle cv)
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{
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cv.DismissNow = true;
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cv.StoppedAtWaypoint = false;
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@ -214,7 +214,7 @@ namespace SceneManager
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}
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}
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public static void DirectTask(ControlledVehicle cv, List<Waypoint> waypointData)
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public static void DirectTask(CollectedVehicle cv, List<Waypoint> waypointData)
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{
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cv.DismissNow = false;
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if (cv.Vehicle && cv.Vehicle.Driver)
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@ -239,7 +239,7 @@ namespace SceneManager
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Game.LogTrivial($"DirectTask loop over");
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}
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private static void VehicleDismissed(ControlledVehicle cv, List<Waypoint> waypointData)
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private static void VehicleDismissed(CollectedVehicle cv, List<Waypoint> waypointData)
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{
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while (!cv.DismissNow)
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{
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