mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 23:50:29 +01:00
Renamed VehicleAndDriverNullChecks to VehicleAndDriverAreValid for better readability.
This commit is contained in:
parent
da1dd590f7
commit
eba20888e0
1 changed files with 12 additions and 12 deletions
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@ -8,7 +8,7 @@ namespace SceneManager
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{
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{
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internal static void AssignWaypointTasks(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
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internal static void AssignWaypointTasks(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
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{
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{
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if (!VehicleAndDriverNullChecks(collectedVehicle))
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if (!VehicleAndDriverAreValid(collectedVehicle))
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{
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{
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return;
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return;
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}
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}
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@ -29,7 +29,7 @@ namespace SceneManager
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}
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}
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DriveVehicleToNextWaypoint(collectedVehicle, waypoints, currentWaypoint);
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DriveVehicleToNextWaypoint(collectedVehicle, waypoints, currentWaypoint);
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if (!VehicleAndDriverNullChecks(collectedVehicle))
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if (!VehicleAndDriverAreValid(collectedVehicle))
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{
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{
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return;
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return;
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}
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}
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@ -42,7 +42,7 @@ namespace SceneManager
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void LoopWhileDrivingToWaypoint(float acceptedDistance)
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void LoopWhileDrivingToWaypoint(float acceptedDistance)
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{
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{
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while (VehicleAndDriverNullChecks(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(currentWaypoint.Position) > acceptedDistance)
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while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(currentWaypoint.Position) > acceptedDistance)
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{
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{
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//Logger.Log($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to waypoint {currentWaypoint.Number} ({collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}m away)");
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//Logger.Log($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to waypoint {currentWaypoint.Number} ({collectedVehicle.Vehicle.DistanceTo2D(currentWaypoint.Position)}m away)");
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GameFiber.Yield();
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GameFiber.Yield();
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@ -52,7 +52,7 @@ namespace SceneManager
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private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
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private static void DriveVehicleToNextWaypoint(CollectedVehicle collectedVehicle, List<Waypoint> waypoints, Waypoint currentWaypoint)
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{
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{
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if (!VehicleAndDriverNullChecks(collectedVehicle) || currentWaypoint == null || currentWaypoint.Path == null)
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if (!VehicleAndDriverAreValid(collectedVehicle) || currentWaypoint == null || currentWaypoint.Path == null)
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{
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{
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return;
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return;
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}
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}
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@ -62,7 +62,7 @@ namespace SceneManager
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for (int nextWaypoint = currentWaypoint.Number; nextWaypoint < waypoints.Count; nextWaypoint++)
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for (int nextWaypoint = currentWaypoint.Number; nextWaypoint < waypoints.Count; nextWaypoint++)
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{
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{
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if (!VehicleAndDriverNullChecks(waypoints, nextWaypoint, collectedVehicle) || collectedVehicle.Dismissed)
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if (!VehicleAndDriverAreValid(waypoints, nextWaypoint, collectedVehicle) || collectedVehicle.Dismissed)
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{
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{
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return;
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return;
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}
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}
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@ -88,7 +88,7 @@ namespace SceneManager
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}
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}
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LoopWhileDrivingToWaypoint(nextWaypoint, acceptedDistance);
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LoopWhileDrivingToWaypoint(nextWaypoint, acceptedDistance);
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if (!VehicleAndDriverNullChecks(collectedVehicle))
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if (!VehicleAndDriverAreValid(collectedVehicle))
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{
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{
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return;
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return;
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}
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}
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@ -104,7 +104,7 @@ namespace SceneManager
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StopVehicleAtWaypoint(waypoints[nextWaypoint], collectedVehicle);
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StopVehicleAtWaypoint(waypoints[nextWaypoint], collectedVehicle);
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}
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}
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if (!VehicleAndDriverNullChecks(collectedVehicle) || collectedVehicle.Dismissed)
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if (!VehicleAndDriverAreValid(collectedVehicle) || collectedVehicle.Dismissed)
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{
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{
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return;
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return;
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}
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}
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@ -118,7 +118,7 @@ namespace SceneManager
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void LoopWhileDrivingToWaypoint(int nextWaypoint, float acceptedDistance)
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void LoopWhileDrivingToWaypoint(int nextWaypoint, float acceptedDistance)
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{
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{
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while (VehicleAndDriverNullChecks(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && waypoints.ElementAtOrDefault(nextWaypoint) != null && vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position) > acceptedDistance)
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while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && waypoints.ElementAtOrDefault(nextWaypoint) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position) > acceptedDistance)
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{
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{
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//Logger.Log($"Dismissed: {collectedVehicle.Dismissed} SkipWaypoint: {collectedVehicle.SkipWaypoint}");
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//Logger.Log($"Dismissed: {collectedVehicle.Dismissed} SkipWaypoint: {collectedVehicle.SkipWaypoint}");
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if (waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.IgnorePathFinding)
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if (waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.IgnorePathFinding)
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@ -152,7 +152,7 @@ namespace SceneManager
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return acceptedDistance;
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return acceptedDistance;
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}
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}
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private static bool VehicleAndDriverNullChecks(CollectedVehicle collectedVehicle)
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private static bool VehicleAndDriverAreValid(CollectedVehicle collectedVehicle)
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{
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{
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if (collectedVehicle == null)
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if (collectedVehicle == null)
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{
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{
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@ -172,7 +172,7 @@ namespace SceneManager
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return true;
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return true;
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}
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}
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private static bool VehicleAndDriverNullChecks(List<Waypoint> waypoints, int nextWaypoint, CollectedVehicle collectedVehicle)
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private static bool VehicleAndDriverAreValid(List<Waypoint> waypoints, int nextWaypoint, CollectedVehicle collectedVehicle)
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{
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{
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if (waypoints.ElementAtOrDefault(nextWaypoint) == null)
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if (waypoints.ElementAtOrDefault(nextWaypoint) == null)
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{
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{
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@ -199,7 +199,7 @@ namespace SceneManager
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private static void StopVehicleAtWaypoint(Waypoint currentWaypoint, CollectedVehicle collectedVehicle)
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private static void StopVehicleAtWaypoint(Waypoint currentWaypoint, CollectedVehicle collectedVehicle)
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{
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{
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if (!VehicleAndDriverNullChecks(collectedVehicle))
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if (!VehicleAndDriverAreValid(collectedVehicle))
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{
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{
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return;
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return;
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}
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}
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@ -209,7 +209,7 @@ namespace SceneManager
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, stoppingDistance, -1, true);
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(collectedVehicle.Vehicle, stoppingDistance, -1, true);
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collectedVehicle.StoppedAtWaypoint = true;
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collectedVehicle.StoppedAtWaypoint = true;
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while (currentWaypoint != null && VehicleAndDriverNullChecks(collectedVehicle) && collectedVehicle.StoppedAtWaypoint)
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while (currentWaypoint != null && VehicleAndDriverAreValid(collectedVehicle) && collectedVehicle.StoppedAtWaypoint)
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{
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{
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GameFiber.Yield();
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GameFiber.Yield();
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}
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}
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