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Question by hellojbb1234 · May 31, 2018 at 08:14 PM · loopbreakbreakout

Having an issue with breaking out of a loop

I'm pretty sure it breaks out of the loop but there doesn't seem to be any proof of it doing that.

         for (int i = 0; i < ParkingArea.parkingInstance.roads[id].connectedIntersection.Length; i++)//Pick roads
         {
             Intersection intersect = ParkingArea.parkingInstance.roads[id].connectedIntersection[i];//
             for (int j = 0; j < intersect.arrayNumbers.Length; j++)
             {
                 int newID = intersect.arrayNumbers[j];
 
                 
                 if (newID != originalID)
                 {
 
                     //Spotted.RoadID is the id we are trying to get to 
                     if (newID == Spotted.roadId)
                     {
                         id = newID;
 
 
                     }
                     if (newID != Spotted.roadId && id != Spotted.roadId)
                     {
                         id = newID;
                     }
 
                 }
                 
             }
                         
             if (ParkingArea.parkingInstance.roads[originalID].orientation != ParkingArea.parkingInstance.roads[Spotted.roadId].orientation)
             {
                 if (id < 3)
                 {
 
                     laneID = 0;
                 }
                 else if (id > 3 && id < 7)
                 {
                     laneID = 1;
                 }
 
             }
 
             if (laneID == 0)
             {
                 Vector3 point = waypoints.Last();
                 if (Vector3.Distance(point, ParkingArea.parkingInstance.roads[id].RightLane.end0) < Vector3.Distance(point, ParkingArea.parkingInstance.roads[id].RightLane.end1))
                 {
                     waypoints.Add(ParkingArea.parkingInstance.roads[id].RightLane.end0);
                     if (Vector3.Distance(ParkingArea.parkingInstance.roads[id].RightLane.end0, Spotted.roadTurnPoint) < Vector3.Distance(ParkingArea.parkingInstance.roads[id].RightLane.end0, ParkingArea.parkingInstance.roads[id].RightLane.end1))
                     {
 
                         UnityEngine.Debug.Log("if left");
                         waypoints.Add(Spotted.roadTurnPoint);
                         waypoints.Add(Spotted.centerPoint);
                         break;
                     }
                     UnityEngine.Debug.Log("Breaked");
                     waypoints.Add(ParkingArea.parkingInstance.roads[id].RightLane.end1);
 
                 }
                 else if (Vector3.Distance(point, ParkingArea.parkingInstance.roads[id].RightLane.end0) > Vector3.Distance(point, ParkingArea.parkingInstance.roads[id].RightLane.end1))
                 {
 
                     waypoints.Add(ParkingArea.parkingInstance.roads[id].RightLane.end1);
                     if (Vector3.Distance(ParkingArea.parkingInstance.roads[id].RightLane.end1, Spotted.roadTurnPoint) < Vector3.Distance(ParkingArea.parkingInstance.roads[id].RightLane.end0, ParkingArea.parkingInstance.roads[id].RightLane.end0))
                     {
                         UnityEngine.Debug.Log("else right");
                         waypoints.Add(Spotted.roadTurnPoint);
                         waypoints.Add(Spotted.centerPoint);
                         break;
                     }
                     waypoints.Add(ParkingArea.parkingInstance.roads[id].RightLane.end0);
 
                 }
 
 
             }
             if (laneID == 1)
             {
                 Vector3 point = waypoints.Last();
                 if (Vector3.Distance(point, ParkingArea.parkingInstance.roads[id].LeftLane.end0) < Vector3.Distance(point, ParkingArea.parkingInstance.roads[id].LeftLane.end1))
                 {
                     waypoints.Add(ParkingArea.parkingInstance.roads[id].LeftLane.end0);
                     if (Vector3.Distance(ParkingArea.parkingInstance.roads[id].LeftLane.end0, Spotted.roadTurnPoint) < Vector3.Distance(ParkingArea.parkingInstance.roads[id].LeftLane.end0, ParkingArea.parkingInstance.roads[id].LeftLane.end1))
                     {
 
                         UnityEngine.Debug.Log("if left");
                         waypoints.Add(Spotted.roadTurnPoint);
                         waypoints.Add(Spotted.centerPoint);
 
                         UnityEngine.Debug.Log(waypoints.Count);
                         break;
                     }
 
                     waypoints.Add(ParkingArea.parkingInstance.roads[id].LeftLane.end1);
                 }
                 else if (Vector3.Distance(point, ParkingArea.parkingInstance.roads[id].LeftLane.end0) > Vector3.Distance(point, ParkingArea.parkingInstance.roads[id].LeftLane.end1))
                 {
 
                     waypoints.Add(ParkingArea.parkingInstance.roads[id].LeftLane.end1);
                     if (Vector3.Distance(ParkingArea.parkingInstance.roads[id].LeftLane.end1, Spotted.roadTurnPoint) < Vector3.Distance(ParkingArea.parkingInstance.roads[id].LeftLane.end0, ParkingArea.parkingInstance.roads[id].LeftLane.end1))
                     {
 
                         UnityEngine.Debug.Log("else left");
                         waypoints.Add(Spotted.roadTurnPoint);
                         waypoints.Add(Spotted.centerPoint);
                         UnityEngine.Debug.Log(waypoints.Count);
 
                         break;
                     }
                     waypoints.Add(ParkingArea.parkingInstance.roads[id].LeftLane.end0);
                    
                 }
                 if(id == Spotted.roadId)
                 {
                     UnityEngine.Debug.Log(Spotted.roadId);
                     break;
                 }
               
             }
 
 
             //Find position or soon to be position whatever
             //call position
             Vector3[] p;
             UnityEngine.Debug.Log("Debugged");
 
             p = waypoints.ToArray();
 
             callback(new pathResult(p, true, request.callback));
         }
       

it really only breaks out of the loop if the originalId starts out as 2

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