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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 07:30:40 +01:00
Added ability to add unassigned barriers to a designated path
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parent
98dba8d605
commit
1889bf83ca
1 changed files with 35 additions and 14 deletions
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@ -21,8 +21,8 @@ namespace SceneManager.Managers
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PlaceholderBarrier.Delete();
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}
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var barrierKey = Settings.Barriers.Where(x => x.Key == BarrierMenu.BarrierList.SelectedItem).FirstOrDefault().Key;
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var barrierValue = Settings.Barriers[barrierKey].Name;
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var barrierKey = Settings.BarrierModels.Where(x => x.Key == BarrierMenu.BarrierList.SelectedItem).FirstOrDefault().Key;
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var barrierValue = Settings.BarrierModels[barrierKey].Name;
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PlaceholderBarrier = new Object(barrierValue, UserInput.PlayerMousePositionForBarrier, BarrierMenu.RotateBarrier.Value);
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if (!PlaceholderBarrier)
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{
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@ -67,7 +67,7 @@ namespace SceneManager.Managers
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{
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PlaceholderBarrier.Heading = BarrierMenu.RotateBarrier.Value;
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PlaceholderBarrier.Position = UserInput.PlayerMousePositionForBarrier;
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Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(PlaceholderBarrier);
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Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY<bool>(PlaceholderBarrier);
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//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
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}
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@ -105,12 +105,10 @@ namespace SceneManager.Managers
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{
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if (PlaceholderBarrier)
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{
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//UpdatePlaceholderBarrierPosition();
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UpdatePlaceholderBarrierPosition();
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}
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else if (UserInput.PlayerMousePositionForBarrier.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance)
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{
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//CreatePlaceholderBarrier();
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CreatePlaceholderBarrier();
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}
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}
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@ -140,10 +138,10 @@ namespace SceneManager.Managers
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}
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else
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{
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//var obj = new Object(PlaceholderBarrier.Model, PlaceholderBarrier.Position, BarrierMenu.RotateBarrier.Value);
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barrier = new Barrier(PlaceholderBarrier.Model.Name, PlaceholderBarrier.Position, PlaceholderBarrier.Heading, BarrierMenu.Invincible.Checked, BarrierMenu.Immobile.Checked, BarrierMenu.BarrierTexture.Value, BarrierMenu.SetBarrierLights.Checked);
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barrier = new Barrier(PlaceholderBarrier, BarrierMenu.Invincible.Checked, BarrierMenu.Immobile.Checked, BarrierMenu.BarrierTexture.Value, BarrierMenu.SetBarrierLights.Checked);
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Barriers.Add(barrier);
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BarrierMenu.AddUnassignedToPath.Enabled = true;
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BarrierMenu.RemoveBarrierOptions.Enabled = true;
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BarrierMenu.ResetBarriers.Enabled = true;
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}
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@ -175,10 +173,12 @@ namespace SceneManager.Managers
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}
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}, "Spawn Flare Fiber");
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//var obj = new Object(flare.Model, flare.Position, flare.Heading);
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barrier = new Barrier(flare.Model.Name, flare.Position, flare.Heading, BarrierMenu.Invincible.Checked, BarrierMenu.Immobile.Checked);
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barrier = new Barrier(flare, BarrierMenu.Invincible.Checked, BarrierMenu.Immobile.Checked);
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Barriers.Add(barrier);
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BarrierMenu.AddUnassignedToPath.Enabled = true;
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BarrierMenu.RemoveBarrierOptions.Enabled = true;
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BarrierMenu.ResetBarriers.Enabled = true;
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}
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}
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@ -189,7 +189,7 @@ namespace SceneManager.Managers
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{
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case 0:
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var barrierToRemove = Barriers[Barriers.Count - 1];
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path = PathManager.Paths.FirstOrDefault(x => x.Barriers.Contains(barrierToRemove));
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path = PathManager.Paths.FirstOrDefault(x => x != null && x.Barriers.Contains(barrierToRemove));
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if(path != null)
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{
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path.Barriers.Remove(barrierToRemove);
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@ -202,7 +202,7 @@ namespace SceneManager.Managers
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var nearestBarrier = Barriers.OrderBy(b => b.DistanceTo2D(Game.LocalPlayer.Character)).FirstOrDefault();
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if (nearestBarrier != null)
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{
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path = PathManager.Paths.FirstOrDefault(x => x.Barriers.Contains(nearestBarrier));
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path = PathManager.Paths.FirstOrDefault(x => x != null && x.Barriers.Contains(nearestBarrier));
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if (path != null)
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{
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path.Barriers.Remove(nearestBarrier);
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@ -215,7 +215,7 @@ namespace SceneManager.Managers
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case 2:
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foreach (Barrier barrier in Barriers)
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{
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path = PathManager.Paths.FirstOrDefault(x => x.Barriers.Contains(barrier));
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path = PathManager.Paths.FirstOrDefault(x => x != null && x.Barriers.Contains(barrier));
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if (path != null)
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{
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path.Barriers.Remove(barrier);
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@ -230,6 +230,7 @@ namespace SceneManager.Managers
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break;
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}
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BarrierMenu.AddUnassignedToPath.Enabled = Barriers.Any(x => x.Path == null);
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BarrierMenu.RemoveBarrierOptions.Enabled = Barriers.Count != 0;
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BarrierMenu.ResetBarriers.Enabled = Barriers.Count != 0;
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}
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@ -241,8 +242,7 @@ namespace SceneManager.Managers
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var currentBarriers = Barriers.Where(b => b.ModelName != "0xa2c44e80").ToList(); // 0xa2c44e80 is the flare weapon hash
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foreach (Barrier barrier in currentBarriers)
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{
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//var obj = new Object(barrier.ModelName, barrier.Position, barrier.Heading);
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var newBarrier = new Barrier(barrier.ModelName, barrier.Position, barrier.Heading, barrier.Invincible, barrier.Immobile, barrier.TextureVariation, barrier.LightsEnabled);
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var newBarrier = new Barrier(barrier, barrier.Invincible, barrier.Immobile, barrier.TextureVariation, barrier.LightsEnabled);
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Barriers.Add(newBarrier);
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if (barrier.IsValid())
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@ -262,5 +262,26 @@ namespace SceneManager.Managers
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PlaceholderBarrier.Position = UserInput.PlayerMousePositionForBarrier;
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Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(PlaceholderBarrier);
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}
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internal static void AddBarrierToPath()
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{
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var unassignedBarriers = Barriers.Where(x => x.Path == null);
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if(unassignedBarriers.Count() == 0)
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{
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Game.LogTrivial($"There are no unassigned barriers.");
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return;
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}
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var pathToAssignTo = PathManager.Paths.First(x => x.Name == BarrierMenu.AddUnassignedToPath.OptionText);
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foreach (Barrier barrier in unassignedBarriers)
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{
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pathToAssignTo.Barriers.Add(barrier);
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}
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Game.LogTrivial($"Added {unassignedBarriers.Count()} unassigned barrier to {pathToAssignTo.Name}");
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Game.DisplayNotification($"~o~Scene Manager ~y~[Barriers]\n~w~Assigned ~b~{unassignedBarriers.Count()} ~w~barrier(s) to ~b~{pathToAssignTo.Name}~w~.");
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BarrierMenu.AddUnassignedToPath.Enabled = false;
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}
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}
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}
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