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Moved to new namespace

This commit is contained in:
Rich Dunne 2021-05-07 04:01:49 -06:00
parent bcaecb8788
commit 1e50d1f537
12 changed files with 366 additions and 439 deletions

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using System.Collections.Generic;
using System.Linq;
using Rage;
using SceneManager.Barriers;
using SceneManager.Menus;
using SceneManager.Paths;
using SceneManager.Utils;
namespace SceneManager.Managers
{
internal static class BarrierManager
{
internal static Object PlaceholderBarrier { get; private set; }
internal static List<Barrier> Barriers { get; } = new List<Barrier>();
internal static void CreatePlaceholderBarrier()
{
Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~The shadow barrier will disappear if you aim too far away.");
if (PlaceholderBarrier)
{
PlaceholderBarrier.Delete();
}
var barrierKey = Settings.Barriers.Where(x => x.Key == BarrierMenu.BarrierList.SelectedItem).FirstOrDefault().Key;
var barrierValue = Settings.Barriers[barrierKey].Name;
PlaceholderBarrier = new Object(barrierValue, UserInput.PlayerMousePositionForBarrier, BarrierMenu.RotateBarrier.Value);
if (!PlaceholderBarrier)
{
BarrierMenu.Menu.Close();
Game.LogTrivial($"Something went wrong creating the placeholder barrier. Mouse position: {UserInput.PlayerMousePositionForBarrier}");
Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n~w~Something went wrong creating the placeholder barrier. This is a rare problem that only happens in certain areas of the world. Please try again somewhere else.");
return;
}
//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(PlaceholderBarrier);
PlaceholderBarrier.IsGravityDisabled = true;
PlaceholderBarrier.IsCollisionEnabled = false;
PlaceholderBarrier.Opacity = 0.7f;
// Start with lights off for Parks's objects
if (Settings.EnableAdvancedBarricadeOptions)
{
Rage.Native.NativeFunction.Natives.x971DA0055324D033(PlaceholderBarrier, BarrierMenu.BarrierTexture.Value); // _SET_OBJECT_TEXTURE_VARIATION
SetBarrierLights();
}
}
internal static void SetBarrierLights()
{
if (BarrierMenu.SetBarrierLights.Checked)
{
Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(PlaceholderBarrier, false);
}
else
{
Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(PlaceholderBarrier, true);
}
//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
}
internal static void UpdatePlaceholderBarrierPosition()
{
DisableBarrierMenuOptionsIfShadowConeTooFar();
if (PlaceholderBarrier)
{
PlaceholderBarrier.Heading = BarrierMenu.RotateBarrier.Value;
PlaceholderBarrier.Position = UserInput.PlayerMousePositionForBarrier;
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(PlaceholderBarrier);
//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
}
void DisableBarrierMenuOptionsIfShadowConeTooFar()
{
if (!PlaceholderBarrier && UserInput.PlayerMousePositionForBarrier.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance)
{
CreatePlaceholderBarrier();
}
else if (PlaceholderBarrier && PlaceholderBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) > Settings.BarrierPlacementDistance)
{
BarrierMenu.BarrierList.Enabled = false;
BarrierMenu.RotateBarrier.Enabled = false;
PlaceholderBarrier.Delete();
}
else if (PlaceholderBarrier && PlaceholderBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance && BarrierMenu.BarrierList.SelectedItem == "Flare")
{
BarrierMenu.BarrierList.Enabled = true;
BarrierMenu.RotateBarrier.Enabled = false;
}
else
{
BarrierMenu.BarrierList.Enabled = true;
BarrierMenu.RotateBarrier.Enabled = true;
}
}
}
internal static void LoopToRenderPlaceholderBarrier()
{
while (BarrierMenu.Menu.Visible)
{
if (BarrierMenu.BarrierList.Selected || BarrierMenu.RotateBarrier.Selected || BarrierMenu.Invincible.Selected || BarrierMenu.Immobile.Selected || BarrierMenu.BarrierTexture.Selected || BarrierMenu.SetBarrierLights.Selected || BarrierMenu.SetBarrierTrafficLight.Selected)
{
if (PlaceholderBarrier)
{
//UpdatePlaceholderBarrierPosition();
UpdatePlaceholderBarrierPosition();
}
else if (UserInput.PlayerMousePositionForBarrier.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance)
{
//CreatePlaceholderBarrier();
CreatePlaceholderBarrier();
}
}
else
{
if (PlaceholderBarrier)
{
PlaceholderBarrier.Delete();
}
}
GameFiber.Yield();
}
if (PlaceholderBarrier)
{
PlaceholderBarrier.Delete();
}
}
internal static void SpawnBarrier()
{
Barrier barrier;
if (BarrierMenu.BarrierList.SelectedItem == "Flare")
{
SpawnFlare();
}
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);
Barriers.Add(barrier);
BarrierMenu.RemoveBarrierOptions.Enabled = true;
BarrierMenu.ResetBarriers.Enabled = true;
}
if (barrier != null && BarrierMenu.BelongsToPath.Checked)
{
var matchingPath = PathManager.Paths.FirstOrDefault(x => x.Name == BarrierMenu.AddToPath.OptionText);
if(matchingPath != null)
{
matchingPath.Barriers.Add(barrier);
}
}
void SpawnFlare()
{
var flare = new Weapon("weapon_flare", PlaceholderBarrier.Position, 1);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(flare, true);
GameFiber.Sleep(1);
GameFiber.StartNew(() =>
{
while (flare && flare.HeightAboveGround > 0.05f)
{
GameFiber.Yield();
}
GameFiber.Sleep(1000);
if (flare)
{
flare.IsPositionFrozen = true;
}
}, "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);
Barriers.Add(barrier);
BarrierMenu.RemoveBarrierOptions.Enabled = true;
}
}
internal static void RemoveBarrier(int removeBarrierOptionsIndex)
{
Path path;
switch (removeBarrierOptionsIndex)
{
case 0:
var barrierToRemove = Barriers[Barriers.Count - 1];
path = PathManager.Paths.FirstOrDefault(x => x.Barriers.Contains(barrierToRemove));
if(path != null)
{
path.Barriers.Remove(barrierToRemove);
}
barrierToRemove.Delete();
Barriers.RemoveAt(Barriers.Count - 1);
break;
case 1:
var nearestBarrier = Barriers.OrderBy(b => b.DistanceTo2D(Game.LocalPlayer.Character)).FirstOrDefault();
if (nearestBarrier != null)
{
path = PathManager.Paths.FirstOrDefault(x => x.Barriers.Contains(nearestBarrier));
if (path != null)
{
path.Barriers.Remove(nearestBarrier);
}
nearestBarrier.Delete();
Barriers.Remove(nearestBarrier);
}
break;
case 2:
foreach (Barrier barrier in Barriers)
{
path = PathManager.Paths.FirstOrDefault(x => x.Barriers.Contains(barrier));
if (path != null)
{
path.Barriers.Remove(barrier);
}
barrier.Delete();
}
if (Barriers.Count > 0)
{
Barriers.Clear();
}
break;
}
BarrierMenu.RemoveBarrierOptions.Enabled = Barriers.Count != 0;
BarrierMenu.ResetBarriers.Enabled = Barriers.Count != 0;
}
internal static void ResetBarriers()
{
GameFiber.StartNew(() =>
{
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);
Barriers.Add(newBarrier);
if (barrier.IsValid())
{
barrier.Delete();
}
Barriers.Remove(barrier);
}
currentBarriers.Clear();
}, "Barrier Reset Fiber");
}
internal static void RotateBarrier()
{
PlaceholderBarrier.Heading = BarrierMenu.RotateBarrier.Value;
PlaceholderBarrier.Position = UserInput.PlayerMousePositionForBarrier;
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(PlaceholderBarrier);
}
}
}

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using RAGENativeUI;
using SceneManager.Menus;
using Rage;
using System.Linq;
using RAGENativeUI.Elements;
using System.Drawing;
namespace SceneManager.Managers
{
// The only reason this class should change is to modify how menus are are being handled
internal static class MenuManager
{
internal static MenuPool MenuPool { get; } = new MenuPool();
internal static void InitializeMenus()
{
MainMenu.Initialize();
SettingsMenu.Initialize();
PathMainMenu.Initialize();
PathCreationMenu.Initialize();
ImportPathMenu.Initialize();
DriverMenu.Initialize();
BarrierMenu.Initialize();
EditPathMenu.Initialize();
EditWaypointMenu.Initialize();
BuildMenus();
ColorMenuItems();
DefineMenuMouseSettings();
}
private static void DefineMenuMouseSettings()
{
foreach (UIMenu menu in MenuPool)
{
menu.MouseControlsEnabled = false;
menu.AllowCameraMovement = true;
}
}
internal static void BuildMenus()
{
MainMenu.BuildMainMenu();
SettingsMenu.BuildSettingsMenu();
DriverMenu.Build();
PathMainMenu.Build();
PathCreationMenu.BuildPathCreationMenu();
ImportPathMenu.BuildImportMenu();
EditPathMenu.BuildEditPathMenu();
BarrierMenu.BuildMenu();
}
internal static void ColorMenuItems()
{
foreach(UIMenuItem menuItem in MenuPool.SelectMany(x => x.MenuItems))
{
if (menuItem.Enabled)
{
menuItem.HighlightedBackColor = menuItem.ForeColor;
}
if(!menuItem.Enabled)
{
menuItem.HighlightedBackColor = Color.DarkGray;
menuItem.DisabledForeColor = Color.Gray;
}
}
}
internal static void ProcessMenus()
{
while (MenuPool.Any(x => x.Visible))
{
MenuPool.ProcessMenus();
ColorMenuItems();
GameFiber.Yield();
}
}
}
}

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using Rage;
using SceneManager.Menus;
using SceneManager.Paths;
using SceneManager.Utils;
using SceneManager.Waypoints;
using System.Collections.Generic;
using System.Linq;
namespace SceneManager.Managers
{
internal class PathManager
{
internal static List<Path> Paths { get; } = new List<Path>(10);
internal static Path ImportPath(Path importedPath)
{
importedPath.State = State.Creating;
var firstVacantIndex = Paths.IndexOf(Paths.FirstOrDefault(x => x.State == State.Uninitialized)) + 1; // != State.Creating
if (firstVacantIndex < 0)
{
firstVacantIndex = 0;
}
var pathNumber = firstVacantIndex + 1;
importedPath.Number = pathNumber;
Paths.Insert(firstVacantIndex, importedPath);
Game.LogTrivial($"Importing path {importedPath.Number} at Paths index {firstVacantIndex}");
Game.DisplayNotification($"~o~Scene Manager ~y~[Importing]\n~w~Path {importedPath.Number} import started.");
return importedPath;
}
internal static void ExportPath()
{
var currentPath = Paths[PathMainMenu.EditPath.Index];
// Reference PNWParks's UserInput class from LiveLights
var filename = UserInput.PromptPlayerForFileName("Type the name you would like to save your file as", "Enter a filename", 100) + ".xml";
// If filename != null or empty, check if export directory exists (GTA V/Plugins/SceneManager/Saved Paths)
if (string.IsNullOrWhiteSpace(filename))
{
Game.DisplayHelp($"Invalid filename given. Filename cannot be null, empty, or consist of just white spaces.");
Game.LogTrivial($"Invalid filename given. Filename cannot be null, empty, or consist of just white spaces.");
return;
}
Game.LogTrivial($"Filename: {filename}");
currentPath.Save(filename);
currentPath.Name = filename.Remove(filename.Length - 4);
Game.LogTrivial($"Path name: {currentPath.Name}");
Game.LogTrivial($"Exporting path {currentPath.Number}");
Game.DisplayNotification($"~o~Scene Manager ~y~[Exporting]\n~w~Path {currentPath.Number} exported.");
Settings.ImportPaths();
PathMainMenu.ImportPath.Enabled = true;
ImportPathMenu.BuildImportMenu();
PathMainMenu.Build();
PathMainMenu.Menu.Visible = true;
}
internal static Path InitializeNewPath()
{
PathCreationMenu.PathCreationState = State.Creating;
var firstVacantIndex = Paths.IndexOf(Paths.FirstOrDefault(x => x.State != State.Creating)) + 1;
if(firstVacantIndex < 0)
{
firstVacantIndex = 0;
}
var pathNumber = firstVacantIndex + 1;
Path newPath = new Path(pathNumber, State.Creating);
Paths.Insert(firstVacantIndex, newPath);
Game.LogTrivial($"Creating path {newPath.Number} at Paths index {firstVacantIndex}");
Game.DisplayNotification($"~o~Scene Manager ~y~[Creating]\n~w~Path {newPath.Number} started.");
PathCreationMenu.RemoveLastWaypoint.Enabled = false;
PathCreationMenu.EndPathCreation.Enabled = false;
return newPath;
}
internal static void AddWaypoint(Path currentPath)
{
var waypointNumber = currentPath.Waypoints.Count + 1;
DrivingFlagType drivingFlag = PathCreationMenu.DirectWaypoint.Checked ? DrivingFlagType.Direct : DrivingFlagType.Normal;
Waypoint newWaypoint;
if (PathCreationMenu.CollectorWaypoint.Checked)
{
newWaypoint = new Waypoint(currentPath, waypointNumber, UserInput.PlayerMousePosition, ConvertDriveSpeedForWaypoint(PathCreationMenu.WaypointSpeed.Value), drivingFlag, PathCreationMenu.StopWaypoint.Checked, true, PathCreationMenu.CollectorRadius.Value, PathCreationMenu.SpeedZoneRadius.Value);
}
else
{
newWaypoint = new Waypoint(currentPath, waypointNumber, UserInput.PlayerMousePosition, ConvertDriveSpeedForWaypoint(PathCreationMenu.WaypointSpeed.Value), drivingFlag, PathCreationMenu.StopWaypoint.Checked);
}
currentPath.Waypoints.Add(newWaypoint);
Game.LogTrivial($"Path {currentPath.Number} Waypoint {waypointNumber} added [Driving style: {drivingFlag} | Stop waypoint: {newWaypoint.IsStopWaypoint} | Speed: {newWaypoint.Speed} | Collector: {newWaypoint.IsCollector}]");
if(currentPath.Waypoints.Count == 1)
{
PathMainMenu.CreateNewPath.Text = $"Continue Creating Path {currentPath.Number}";
}
}
internal static void AddNewEditWaypoint(Path currentPath)
{
DrivingFlagType drivingFlag = EditWaypointMenu.DirectWaypointBehavior.Checked ? DrivingFlagType.Direct : DrivingFlagType.Normal;
if (EditWaypointMenu.CollectorWaypoint.Checked)
{
currentPath.Waypoints.Add(new Waypoint(currentPath, currentPath.Waypoints.Last().Number + 1, UserInput.PlayerMousePosition, ConvertDriveSpeedForWaypoint(EditWaypointMenu.ChangeWaypointSpeed.Value), drivingFlag, EditWaypointMenu.StopWaypointType.Checked, true, EditWaypointMenu.ChangeCollectorRadius.Value, EditWaypointMenu.ChangeSpeedZoneRadius.Value));
}
else
{
currentPath.Waypoints.Add(new Waypoint(currentPath, currentPath.Waypoints.Last().Number + 1, UserInput.PlayerMousePosition, ConvertDriveSpeedForWaypoint(EditWaypointMenu.ChangeWaypointSpeed.Value), drivingFlag, EditWaypointMenu.StopWaypointType.Checked));
}
Game.LogTrivial($"New waypoint (#{currentPath.Waypoints.Last().Number}) added.");
}
internal static void UpdateWaypoint()
{
//var currentPath = Paths[PathMainMenu.EditPath.Index];
var currentPath = Paths.FirstOrDefault(x => x.Name == PathMainMenu.EditPath.OptionText);
var currentWaypoint = currentPath.Waypoints[EditWaypointMenu.EditWaypoint.Index];
DrivingFlagType drivingFlag = EditWaypointMenu.DirectWaypointBehavior.Checked ? DrivingFlagType.Direct : DrivingFlagType.Normal;
if (currentPath.Waypoints.Count == 1)
{
currentWaypoint.UpdateWaypoint(currentWaypoint, UserInput.PlayerMousePosition, drivingFlag, EditWaypointMenu.StopWaypointType.Checked, ConvertDriveSpeedForWaypoint(EditWaypointMenu.ChangeWaypointSpeed.Value), true, EditWaypointMenu.ChangeCollectorRadius.Value, EditWaypointMenu.ChangeSpeedZoneRadius.Value, EditWaypointMenu.UpdateWaypointPosition.Checked);
}
else
{
currentWaypoint.UpdateWaypoint(currentWaypoint, UserInput.PlayerMousePosition, drivingFlag, EditWaypointMenu.StopWaypointType.Checked, ConvertDriveSpeedForWaypoint(EditWaypointMenu.ChangeWaypointSpeed.Value), EditWaypointMenu.CollectorWaypoint.Checked, EditWaypointMenu.ChangeCollectorRadius.Value, EditWaypointMenu.ChangeSpeedZoneRadius.Value, EditWaypointMenu.UpdateWaypointPosition.Checked);
}
Game.LogTrivial($"Path {currentPath.Number} Waypoint {currentWaypoint.Number} updated [Driving style: {drivingFlag} | Stop waypoint: {EditWaypointMenu.StopWaypointType.Checked} | Speed: {EditWaypointMenu.ChangeWaypointSpeed.Value} | Collector: {currentWaypoint.IsCollector}]");
EditWaypointMenu.UpdateWaypointPosition.Checked = false;
Game.DisplayNotification($"~o~Scene Manager ~g~[Success]~w~\nWaypoint {currentWaypoint.Number} updated.");
}
private static float ConvertDriveSpeedForWaypoint(float speed)
{
float convertedSpeed = SettingsMenu.SpeedUnits.SelectedItem == SpeedUnits.MPH
? MathHelper.ConvertMilesPerHourToMetersPerSecond(speed)
: MathHelper.ConvertKilometersPerHourToMetersPerSecond(speed);
return convertedSpeed;
}
internal static void RemoveWaypoint(Path currentPath)
{
Waypoint lastWaypoint = currentPath.Waypoints.Last();
lastWaypoint.Delete();
currentPath.Waypoints.Remove(lastWaypoint);
}
internal static void RemoveEditWaypoint(Path currentPath)
{
var currentWaypoint = currentPath.Waypoints[EditWaypointMenu.EditWaypoint.Index];
if (currentPath.Waypoints.Count == 1)
{
Game.LogTrivial($"Deleting the last waypoint from the path.");
currentPath.Delete();
Paths.Remove(currentPath);
PathMainMenu.Build();
EditWaypointMenu.Menu.Visible = false;
PathMainMenu.Menu.Visible = true;
return;
}
currentWaypoint.Delete();
currentPath.Waypoints.Remove(currentWaypoint);
Game.LogTrivial($"[Path {currentPath.Number}] Waypoint {currentWaypoint.Number} ({currentWaypoint.DrivingFlagType}) removed");
currentPath.Waypoints.ForEach(x => x.Number = currentPath.Waypoints.IndexOf(x) + 1);
DefaultWaypointToCollector(currentPath);
}
private static void DefaultWaypointToCollector(Path currentPath)
{
if (currentPath.Waypoints.Count == 1)
{
DrivingFlagType drivingFlag = EditWaypointMenu.DirectWaypointBehavior.Checked ? DrivingFlagType.Direct : DrivingFlagType.Normal;
Hints.Display($"~o~Scene Manager ~y~[Hint]~w~\nYour path's first waypoint ~b~must~w~ be a collector. If it's not, it will automatically be made into one.");
Game.LogTrivial($"The path only has 1 waypoint left, this waypoint must be a collector.");
currentPath.Waypoints[0].UpdateWaypoint(currentPath.Waypoints.First(), UserInput.PlayerMousePosition, drivingFlag, EditWaypointMenu.StopWaypointType.Checked, ConvertDriveSpeedForWaypoint(EditWaypointMenu.ChangeWaypointSpeed.Value), true, EditWaypointMenu.ChangeCollectorRadius.Value, EditWaypointMenu.ChangeSpeedZoneRadius.Value, EditWaypointMenu.UpdateWaypointPosition.Checked);
EditWaypointMenu.CollectorWaypoint.Checked = true;
EditWaypointMenu.ChangeCollectorRadius.Enabled = true;
EditWaypointMenu.ChangeSpeedZoneRadius.Enabled = true;
}
}
internal static void EndPath(Path currentPath)
{
Game.LogTrivial($"[Path Creation] Path {currentPath.Number} finished with {currentPath.Waypoints.Count} waypoints.");
Game.DisplayNotification($"~o~Scene Manager ~g~[Success]\n~w~Path {currentPath.Number} complete.");
currentPath.State = State.Finished;
currentPath.IsEnabled = true;
currentPath.Waypoints.ForEach(x => x.EnableBlip());
GameFiber.StartNew(() => currentPath.LoopForVehiclesToBeDismissed(), "Vehicle Cleanup Loop Fiber");
GameFiber.StartNew(() => currentPath.LoopWaypointCollection(), "Waypoint Collection Loop Fiber");
PathMainMenu.CreateNewPath.Text = "Create New Path";
PathMainMenu.Build();
PathMainMenu.Menu.Visible = true;
MainMenu.BuildMainMenu();
DriverMenu.Build();
PathCreationMenu.BuildPathCreationMenu();
BarrierMenu.BuildMenu();
}
internal static void TogglePathCreationMenuItems(Path currentPath)
{
if(currentPath.Waypoints.Count == 1)
{
PathCreationMenu.CollectorWaypoint.Enabled = true;
PathCreationMenu.CollectorWaypoint.Checked = false;
PathCreationMenu.RemoveLastWaypoint.Enabled = true;
PathCreationMenu.EndPathCreation.Enabled = true;
}
if (currentPath.Waypoints.Count < 1)
{
PathCreationMenu.CollectorWaypoint.Enabled = false;
PathCreationMenu.CollectorWaypoint.Checked = true;
PathCreationMenu.RemoveLastWaypoint.Enabled = false;
PathCreationMenu.EndPathCreation.Enabled = false;
}
if (PathCreationMenu.CollectorWaypoint.Checked)
{
PathCreationMenu.CollectorRadius.Enabled = true;
PathCreationMenu.SpeedZoneRadius.Enabled = true;
}
else
{
PathCreationMenu.CollectorRadius.Enabled = false;
PathCreationMenu.SpeedZoneRadius.Enabled = false;
}
}
internal static void ToggleBlips(bool enabled)
{
if (enabled)
{
Paths.SelectMany(x => x.Waypoints).ToList().ForEach(x => x.EnableBlip());
}
else
{
Paths.SelectMany(x => x.Waypoints).ToList().ForEach(x => x.DisableBlip());
}
}
internal static void ToggleAllPaths(bool disable)
{
if (disable)
{
Paths.ForEach(x => x.DisablePath());
Game.LogTrivial($"All paths disabled.");
}
else
{
Paths.ForEach(x => x.EnablePath());
Game.LogTrivial($"All paths enabled.");
}
}
internal static void DeleteAllPaths()
{
Paths.ForEach(x => x.Delete());
Paths.Clear();
Game.LogTrivial($"All paths deleted");
Game.DisplayNotification($"~o~Scene Manager\n~w~All paths deleted.");
MainMenu.BuildMainMenu();
}
}
}