private static Vehicle GetVehicle(VehicleType vehicleType) { if (vehicleType.Equals(VehicleType.TwoWheeler)) { return(new Bike()); } else if (vehicleType.Equals(VehicleType.FourWheeler)) { return(new Car()); } else { return(new Truck()); } }
public override bool Equals(object obj) { return(obj is VehicleDetail detail && VehicleType.Equals(detail?.VehicleType) && VehicleBrand.Equals(detail?.VehicleBrand) && VehicleModel.Equals(detail?.VehicleModel) && StateNumber.Equals(detail?.StateNumber)); }
/* * This method is used to dynamically load vehicles into spawnable and customSpawnable vehicle lists * so they can be spawned again. */ private void ResetVehicle(VehicleType vehicleType) { foreach (VehicleType vehicle in _activeVehicles.Values) { if (vehicle.Equals(vehicleType)) { return; } } foreach (var asset in VehicleAssets) { if (Enum.TryParse(asset.name, out VehicleType type)) { if (vehicleType.Equals(type)) { if (_spawnableVehicles.TryAdd(vehicleType, asset)) { Debug.Log($"Added Vehicle {asset.name}"); return; } } } } foreach (var asset in CustomVehicleAssets) { if (Enum.TryParse(asset.name, out VehicleType type)) { if (vehicleType.Equals(type)) { if (_customSpawnableVehicles.TryAdd(vehicleType, asset)) { Debug.Log($"Added Vehicle {asset.name}"); return; } } } } }
private static bool IsTollFreeVehicle(Vehicle vehicle) { //I don't like to check strings when it can be a type if (vehicle == null) { return(false); } VehicleType vehicleType = vehicle.GetVehicleType(); return(vehicleType.Equals(VehicleType.Motorbike) || vehicleType.Equals(VehicleType.Tractor) || vehicleType.Equals(VehicleType.Emergency) || vehicleType.Equals(VehicleType.Diplomat) || vehicleType.Equals(VehicleType.Foreign) || vehicleType.Equals(VehicleType.Military)); }
public void SetNumberOfPassenger() { NumPassengers = VehicleType.Equals(VehicleType.TRUCK) ? (byte)42 : (byte)2; }