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https://github.com/thegeneralist01/Scene-Manager-DevRepo
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Replaced Path's IsFinished bool with State enum
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2 changed files with 26 additions and 35 deletions
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@ -179,27 +179,13 @@ namespace SceneManager
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// For each element in paths, determine if the element exists but is not finished yet, or if it doesn't exist, create it.
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// For each element in paths, determine if the element exists but is not finished yet, or if it doesn't exist, create it.
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for (int i = 0; i <= paths.Count; i++)
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for (int i = 0; i <= paths.Count; i++)
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{
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{
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if (paths.ElementAtOrDefault(i) != null && paths[i].PathFinished == false)
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if (paths.ElementAtOrDefault(i) != null && paths[i].State == State.Creating)
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{
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{
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//Game.LogTrivial($"pathFinished: {paths[i].PathFinished}");
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//Game.LogTrivial($"pathFinished: {paths[i].PathFinished}");
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Game.LogTrivial($"Resuming path {paths[i].PathNum}");
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Game.LogTrivial($"Resuming path {paths[i].PathNum}");
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Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Resuming path {paths[i].PathNum}");
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Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Resuming path {paths[i].PathNum}");
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break;
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break;
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}
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}
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//else if (paths.ElementAtOrDefault(i) == null)
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//{
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// Do we only want to do this once the first waypoint is added ?
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// PathCreationMenu.AddNewPathToPathsCollection(paths, i);
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// if (SettingsMenu.debugGraphics.Checked)
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// {
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// GameFiber.StartNew(() =>
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// {
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// DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, paths[i]);
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// });
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// }
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// break;
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//}
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}
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}
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}
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}
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@ -2,18 +2,19 @@
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namespace SceneManager
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namespace SceneManager
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{
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{
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public enum Status
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public enum State
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{
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{
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IsEnabled,
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Uninitialized,
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IsDisabled
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Creating,
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Finished
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}
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}
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public class Path
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public class Path
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{
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{
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public int PathNum { get; private set; }
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public int PathNum { get; private set; }
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public bool PathFinished { get; private set; }
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//public bool PathFinished { get; private set; }
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public bool IsEnabled { get; private set; }
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public bool IsEnabled { get; private set; }
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public Status Status { get; private set; }
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public State State { get; set; }
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public List<Waypoint> Waypoints = new List<Waypoint>();
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public List<Waypoint> Waypoints = new List<Waypoint>();
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@ -41,16 +42,10 @@ namespace SceneManager
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PathNum = pathNum;
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PathNum = pathNum;
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}
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}
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public void FinishPath()
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//public void FinishPath()
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{
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//{
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PathFinished = true;
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// PathFinished = true;
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}
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//}
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public void DisablePath()
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{
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IsEnabled = false;
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LowerWaypointBlipsOpacity();
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}
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private void LowerWaypointBlipsOpacity()
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private void LowerWaypointBlipsOpacity()
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{
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{
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@ -64,11 +59,6 @@ namespace SceneManager
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}
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}
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}
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}
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public void EnablePath()
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{
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IsEnabled = true;
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}
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private void RestoreWaypointBlipsOpacity()
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private void RestoreWaypointBlipsOpacity()
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{
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{
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foreach (Waypoint wp in Waypoints)
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foreach (Waypoint wp in Waypoints)
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@ -80,5 +70,20 @@ namespace SceneManager
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}
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}
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}
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}
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}
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}
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public void DisablePath()
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{
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IsEnabled = false;
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LowerWaypointBlipsOpacity();
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}
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public void EnablePath()
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{
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IsEnabled = true;
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}
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}
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}
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}
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}
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