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Replaced Path's IsFinished bool with State enum

This commit is contained in:
Rich Dunne 2020-08-26 04:38:47 -06:00
parent 1918d5c644
commit fc76ea1f80
2 changed files with 26 additions and 35 deletions

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@ -179,27 +179,13 @@ namespace SceneManager
// For each element in paths, determine if the element exists but is not finished yet, or if it doesn't exist, create it.
for (int i = 0; i <= paths.Count; i++)
{
if (paths.ElementAtOrDefault(i) != null && paths[i].PathFinished == false)
if (paths.ElementAtOrDefault(i) != null && paths[i].State == State.Creating)
{
//Game.LogTrivial($"pathFinished: {paths[i].PathFinished}");
Game.LogTrivial($"Resuming path {paths[i].PathNum}");
Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Resuming path {paths[i].PathNum}");
break;
}
//else if (paths.ElementAtOrDefault(i) == null)
//{
// Do we only want to do this once the first waypoint is added ?
// PathCreationMenu.AddNewPathToPathsCollection(paths, i);
// if (SettingsMenu.debugGraphics.Checked)
// {
// GameFiber.StartNew(() =>
// {
// DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, paths[i]);
// });
// }
// break;
//}
}
}