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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Changed blip colors to match waypoint marker colors
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parent
72f5a48201
commit
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1 changed files with 26 additions and 12 deletions
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@ -92,13 +92,13 @@ namespace SceneManager
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var currentPath = firstNonNullPath.PathNum;
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var currentWaypoint = PathMainMenu.GetPaths()[pathIndex].Waypoints.Count + 1;
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var drivingFlag = drivingFlags[waypointType.Index];
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var blip = CreateWaypointBlip(pathIndex);
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var blip = CreateWaypointBlip(pathIndex, drivingFlag);
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if (collectorWaypoint.Checked)
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{
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var yieldZone = SettingsMenu.speedUnits.SelectedItem == SettingsMenu.SpeedUnitsOfMeasure.MPH
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? World.AddSpeedZone(Game.LocalPlayer.Character.Position, speedZoneRadius.Value, MathHelper.ConvertMilesPerHourToMetersPerSecond(waypointSpeed.Value))
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: World.AddSpeedZone(Game.LocalPlayer.Character.Position, speedZoneRadius.Value, MathHelper.ConvertKilometersPerHourToMetersPerSecond(waypointSpeed.Value));
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? World.AddSpeedZone(Game.LocalPlayer.Character.Position, speedZoneRadius.Value * 0.5f, MathHelper.ConvertMilesPerHourToMetersPerSecond(waypointSpeed.Value))
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: World.AddSpeedZone(Game.LocalPlayer.Character.Position, speedZoneRadius.Value * 0.5f, MathHelper.ConvertKilometersPerHourToMetersPerSecond(waypointSpeed.Value));
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PathMainMenu.GetPaths()[pathIndex].Waypoints.Add(new Waypoint(currentPath, currentWaypoint, Game.LocalPlayer.Character.Position, SetDriveSpeedForWaypoint(), drivingFlag, blip, true, collectorRadius.Value, speedZoneRadius.Value, yieldZone));
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}
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else
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@ -151,11 +151,11 @@ namespace SceneManager
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{
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Game.LogTrivial($"[Path Creation] Path {currentPath.PathNum} finished with {currentPath.Waypoints.Count} waypoints.");
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Game.DisplayNotification($"~o~Scene Manager\n~g~[Success]~w~ Path {i + 1} complete.");
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currentPath.Waypoints.Last().Blip.Color = Color.OrangeRed;
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if (currentPath.Waypoints.Last().CollectorRadiusBlip)
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{
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currentPath.Waypoints.Last().CollectorRadiusBlip.Color = Color.OrangeRed;
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}
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//currentPath.Waypoints.Last().Blip.Color = Color.OrangeRed;
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//if (currentPath.Waypoints.Last().CollectorRadiusBlip)
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//{
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// currentPath.Waypoints.Last().CollectorRadiusBlip.Color = Color.OrangeRed;
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//}
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currentPath.State = State.Finished;
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//currentPath.FinishPath();
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currentPath.EnablePath();
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@ -176,6 +176,7 @@ namespace SceneManager
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PathMainMenu.BuildPathMenu();
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trafficEndPath.Enabled = false;
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PathMainMenu.pathMainMenu.Visible = true;
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break;
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}
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}
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@ -213,7 +214,7 @@ namespace SceneManager
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return convertedSpeed;
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}
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public static Blip CreateWaypointBlip(int pathIndex)
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public static Blip CreateWaypointBlip(int pathIndex, VehicleDrivingFlags drivingFlag)
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{
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var spriteNumericalEnum = pathIndex + 17; // 17 because the numerical value of these sprites are always 17 more than the path index
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var blip = new Blip(Game.LocalPlayer.Character.Position)
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@ -222,15 +223,28 @@ namespace SceneManager
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Sprite = (BlipSprite)spriteNumericalEnum
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};
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if (PathMainMenu.GetPaths()[pathIndex].Waypoints.Count == 0)
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if (collectorWaypoint.Checked)
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{
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blip.Color = Color.Orange;
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blip.Color = Color.Blue;
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}
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else if (drivingFlag == VehicleDrivingFlags.StopAtDestination)
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{
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blip.Color = Color.Red;
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}
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else
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{
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blip.Color = Color.Yellow;
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blip.Color = Color.Green;
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}
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//if (PathMainMenu.GetPaths()[pathIndex].Waypoints.Count == 0)
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//{
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// blip.Color = Color.Orange;
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//}
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//else
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//{
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// blip.Color = Color.Yellow;
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//}
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return blip;
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}
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