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Added ability to add unassigned barriers to a designated path

This commit is contained in:
Rich Dunne 2021-05-15 09:38:39 -06:00
parent 98dba8d605
commit 1889bf83ca

View file

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