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Removed GetPaths() method from PathMainMenu and updated references to paths list.

This commit is contained in:
Rich Dunne 2020-09-15 13:49:10 -06:00
parent 3c636c1564
commit 2241e107de
6 changed files with 42 additions and 41 deletions

View file

@ -54,9 +54,9 @@ namespace SceneManager
private static void MyTerminationHandler(object sender, EventArgs e) private static void MyTerminationHandler(object sender, EventArgs e)
{ {
// Clean up paths // Clean up paths
for (int i = 0; i < PathMainMenu.GetPaths().Count; i++) for (int i = 0; i < PathMainMenu.paths.Count; i++)
{ {
PathMainMenu.DeletePath(PathMainMenu.GetPaths()[i], PathMainMenu.Delete.All); PathMainMenu.DeletePath(PathMainMenu.paths[i], PathMainMenu.Delete.All);
} }
// Clean up cones // Clean up cones
@ -72,7 +72,7 @@ namespace SceneManager
// Clear everything // Clear everything
BarrierMenu.barriers.Clear(); BarrierMenu.barriers.Clear();
VehicleCollector.collectedVehicles.Clear(); VehicleCollector.collectedVehicles.Clear();
PathMainMenu.GetPaths().Clear(); PathMainMenu.paths.Clear();
Logger.Log($"Plugin has shut down."); Logger.Log($"Plugin has shut down.");
Game.DisplayNotification($"~o~Scene Manager\n~r~[Notice]~w~ The plugin has shut down."); Game.DisplayNotification($"~o~Scene Manager\n~r~[Notice]~w~ The plugin has shut down.");

View file

@ -32,7 +32,7 @@ namespace SceneManager
private static void EditPath_OnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index) private static void EditPath_OnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index)
{ {
var currentPath = PathMainMenu.GetPaths()[PathMainMenu.editPath.Index]; var currentPath = PathMainMenu.paths[PathMainMenu.editPath.Index];
if (selectedItem == editPathWaypoints) if (selectedItem == editPathWaypoints)
{ {
@ -49,7 +49,7 @@ namespace SceneManager
{ {
if (checkboxItem == disablePath) if (checkboxItem == disablePath)
{ {
var currentPath = PathMainMenu.GetPaths()[PathMainMenu.editPath.Index]; var currentPath = PathMainMenu.paths[PathMainMenu.editPath.Index];
if (disablePath.Checked) if (disablePath.Checked)
{ {
currentPath.DisablePath(); currentPath.DisablePath();

View file

@ -34,7 +34,7 @@ namespace SceneManager
// Need to unsubscribe from these or else there will be duplicate firings if the user left the menu, then re-entered // Need to unsubscribe from these or else there will be duplicate firings if the user left the menu, then re-entered
ResetEventHandlerSubscriptions(); ResetEventHandlerSubscriptions();
var currentPath = PathMainMenu.GetPaths()[PathMainMenu.editPath.Value - 1]; var currentPath = PathMainMenu.paths[PathMainMenu.editPath.Value-1];
//Logger.Log($"Current path: {currentPath.Number}"); //Logger.Log($"Current path: {currentPath.Number}");
editWaypoint = new UIMenuNumericScrollerItem<int>("Edit Waypoint", "", currentPath.Waypoints.First().Number, currentPath.Waypoints.Last().Number, 1); editWaypoint = new UIMenuNumericScrollerItem<int>("Edit Waypoint", "", currentPath.Waypoints.First().Number, currentPath.Waypoints.Last().Number, 1);
@ -95,7 +95,7 @@ namespace SceneManager
private static void EditWaypoint_OnScrollerChanged(UIMenu sender, UIMenuScrollerItem scrollerItem, int first, int last) private static void EditWaypoint_OnScrollerChanged(UIMenu sender, UIMenuScrollerItem scrollerItem, int first, int last)
{ {
var currentPath = PathMainMenu.GetPaths()[PathMainMenu.editPath.Value - 1]; var currentPath = PathMainMenu.paths[PathMainMenu.editPath.Index];
var currentWaypoint = currentPath.Waypoints[editWaypoint.Value - 1]; var currentWaypoint = currentPath.Waypoints[editWaypoint.Value - 1];
if (scrollerItem == editWaypoint) if (scrollerItem == editWaypoint)
@ -136,7 +136,7 @@ namespace SceneManager
private static void EditWaypoint_OnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index) private static void EditWaypoint_OnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index)
{ {
var currentPath = PathMainMenu.GetPaths()[PathMainMenu.editPath.Index]; var currentPath = PathMainMenu.paths[PathMainMenu.editPath.Index];
var currentWaypoint = currentPath.Waypoints[editWaypoint.Index]; var currentWaypoint = currentPath.Waypoints[editWaypoint.Index];
if (selectedItem == updateWaypoint) if (selectedItem == updateWaypoint)
@ -160,7 +160,7 @@ namespace SceneManager
if (selectedItem == addAsNewWaypoint) if (selectedItem == addAsNewWaypoint)
{ {
var pathIndex = PathMainMenu.GetPaths().IndexOf(currentPath); var pathIndex = PathMainMenu.paths.IndexOf(currentPath);
var drivingFlag = drivingFlags[changeWaypointType.Index]; var drivingFlag = drivingFlags[changeWaypointType.Index];
var blip = PathCreationMenu.CreateWaypointBlip(pathIndex, drivingFlag); var blip = PathCreationMenu.CreateWaypointBlip(pathIndex, drivingFlag);
if (!currentPath.IsEnabled) if (!currentPath.IsEnabled)

View file

@ -76,29 +76,29 @@ namespace SceneManager
{ {
if (selectedItem == trafficAddWaypoint) if (selectedItem == trafficAddWaypoint)
{ {
var anyPathsExist = PathMainMenu.GetPaths().Count > 0; var anyPathsExist = PathMainMenu.paths.Count > 0;
if (!anyPathsExist) if (!anyPathsExist)
{ {
AddNewPathToPathsCollection(PathMainMenu.GetPaths(), 0); AddNewPathToPathsCollection(PathMainMenu.paths, 0);
} }
else if(anyPathsExist && !PathMainMenu.GetPaths().Any(p => p != null && p.State == State.Creating)) else if(anyPathsExist && !PathMainMenu.paths.Any(p => p != null && p.State == State.Creating))
{ {
AddNewPathToPathsCollection(PathMainMenu.GetPaths(), PathMainMenu.GetPaths().IndexOf(PathMainMenu.GetPaths().Where(p => p.State == State.Finished).First()) + 1); AddNewPathToPathsCollection(PathMainMenu.paths, PathMainMenu.paths.IndexOf(PathMainMenu.paths.Where(p => p.State == State.Finished).First()) + 1);
} }
var firstNonNullPath = PathMainMenu.GetPaths().Where(p => p != null && p.State == State.Creating).First(); var firstNonNullPath = PathMainMenu.paths.Where(p => p != null && p.State == State.Creating).First();
var pathIndex = PathMainMenu.GetPaths().IndexOf(firstNonNullPath); var pathIndex = PathMainMenu.paths.IndexOf(firstNonNullPath);
var pathNumber = firstNonNullPath.Number; var pathNumber = firstNonNullPath.Number;
var waypointNumber = PathMainMenu.GetPaths()[pathIndex].Waypoints.Count + 1; var waypointNumber = PathMainMenu.paths[pathIndex].Waypoints.Count + 1;
if (collectorWaypoint.Checked) if (collectorWaypoint.Checked)
{ {
PathMainMenu.GetPaths()[pathIndex].Waypoints.Add(new Waypoint(firstNonNullPath, waypointNumber, Game.LocalPlayer.Character.Position, SetDriveSpeedForWaypoint(), drivingFlags[waypointType.Index], CreateWaypointBlip(pathIndex, drivingFlags[waypointType.Index]), true, collectorRadius.Value, speedZoneRadius.Value)); PathMainMenu.paths[pathIndex].Waypoints.Add(new Waypoint(firstNonNullPath, waypointNumber, Game.LocalPlayer.Character.Position, SetDriveSpeedForWaypoint(), drivingFlags[waypointType.Index], CreateWaypointBlip(pathIndex, drivingFlags[waypointType.Index]), true, collectorRadius.Value, speedZoneRadius.Value));
} }
else else
{ {
PathMainMenu.GetPaths()[pathIndex].Waypoints.Add(new Waypoint(firstNonNullPath, waypointNumber, Game.LocalPlayer.Character.Position, SetDriveSpeedForWaypoint(), drivingFlags[waypointType.Index], CreateWaypointBlip(pathIndex, drivingFlags[waypointType.Index]))); PathMainMenu.paths[pathIndex].Waypoints.Add(new Waypoint(firstNonNullPath, waypointNumber, Game.LocalPlayer.Character.Position, SetDriveSpeedForWaypoint(), drivingFlags[waypointType.Index], CreateWaypointBlip(pathIndex, drivingFlags[waypointType.Index])));
} }
Logger.Log($"[Path {pathNumber}] Waypoint {waypointNumber} ({drivingFlags[waypointType.Index].ToString()}) added"); Logger.Log($"[Path {pathNumber}] Waypoint {waypointNumber} ({drivingFlags[waypointType.Index].ToString()}) added");
@ -130,24 +130,24 @@ namespace SceneManager
if (selectedItem == trafficRemoveWaypoint) if (selectedItem == trafficRemoveWaypoint)
{ {
// Loop through each path and find the first one which isn't finished, then delete the path's last waypoint and corresponding blip // Loop through each path and find the first one which isn't finished, then delete the path's last waypoint and corresponding blip
for (int i = 0; i < PathMainMenu.GetPaths().Count; i++) for (int i = 0; i < PathMainMenu.paths.Count; i++)
{ {
if (PathMainMenu.GetPaths().ElementAtOrDefault(i) != null && PathMainMenu.GetPaths()[i].State == State.Creating) if (PathMainMenu.paths.ElementAtOrDefault(i) != null && PathMainMenu.paths[i].State == State.Creating)
{ {
Logger.Log($"[Path {i + 1}] {PathMainMenu.GetPaths()[i].Waypoints.Last().DrivingFlag.ToString()} waypoint removed"); Logger.Log($"[Path {i + 1}] {PathMainMenu.paths[i].Waypoints.Last().DrivingFlag.ToString()} waypoint removed");
PathMainMenu.GetPaths()[i].Waypoints.Last().Blip.Delete(); PathMainMenu.paths[i].Waypoints.Last().Blip.Delete();
PathMainMenu.GetPaths()[i].Waypoints.Last().RemoveSpeedZone(); PathMainMenu.paths[i].Waypoints.Last().RemoveSpeedZone();
if (PathMainMenu.GetPaths()[i].Waypoints.Last().CollectorRadiusBlip) if (PathMainMenu.paths[i].Waypoints.Last().CollectorRadiusBlip)
{ {
PathMainMenu.GetPaths()[i].Waypoints.Last().CollectorRadiusBlip.Delete(); PathMainMenu.paths[i].Waypoints.Last().CollectorRadiusBlip.Delete();
} }
PathMainMenu.GetPaths()[i].Waypoints.RemoveAt(PathMainMenu.GetPaths()[i].Waypoints.IndexOf(PathMainMenu.GetPaths()[i].Waypoints.Last())); PathMainMenu.paths[i].Waypoints.RemoveAt(PathMainMenu.paths[i].Waypoints.IndexOf(PathMainMenu.paths[i].Waypoints.Last()));
ToggleTrafficEndPathMenuItem(i); ToggleTrafficEndPathMenuItem(i);
// If the path has no waypoints, disable the menu option to remove a waypoint // If the path has no waypoints, disable the menu option to remove a waypoint
if (PathMainMenu.GetPaths()[i].Waypoints.Count == 0) if (PathMainMenu.paths[i].Waypoints.Count == 0)
{ {
collectorWaypoint.Checked = true; collectorWaypoint.Checked = true;
collectorWaypoint.Enabled = false; collectorWaypoint.Enabled = false;
@ -163,10 +163,10 @@ namespace SceneManager
if (selectedItem == trafficEndPath) if (selectedItem == trafficEndPath)
{ {
// Loop through each path and find the first one which isn't finished // Loop through each path and find the first one which isn't finished
for (int i = 0; i < PathMainMenu.GetPaths().Count; i++) for (int i = 0; i < PathMainMenu.paths.Count; i++)
{ {
var currentPath = PathMainMenu.GetPaths()[i]; var currentPath = PathMainMenu.paths[i];
if (PathMainMenu.GetPaths().ElementAtOrDefault(i) != null && currentPath.State == State.Creating) if (PathMainMenu.paths.ElementAtOrDefault(i) != null && currentPath.State == State.Creating)
{ {
Logger.Log($"[Path Creation] Path {currentPath.Number} finished with {currentPath.Waypoints.Count} waypoints."); Logger.Log($"[Path Creation] Path {currentPath.Number} finished with {currentPath.Waypoints.Count} waypoints.");
Game.DisplayNotification($"~o~Scene Manager\n~g~[Success]~w~ Path {i + 1} complete."); Game.DisplayNotification($"~o~Scene Manager\n~g~[Success]~w~ Path {i + 1} complete.");
@ -174,14 +174,16 @@ namespace SceneManager
currentPath.IsEnabled = true; currentPath.IsEnabled = true;
currentPath.Number = i + 1; currentPath.Number = i + 1;
foreach (Waypoint waypoint in PathMainMenu.GetPaths()[i].Waypoints) foreach (Waypoint waypoint in PathMainMenu.paths[i].Waypoints)
{ {
GameFiber WaypointVehicleCollectorFiber = new GameFiber(() => VehicleCollector.StartCollectingAtWaypoint(PathMainMenu.GetPaths(), PathMainMenu.GetPaths()[i], waypoint)); GameFiber WaypointVehicleCollectorFiber = new GameFiber(() => VehicleCollector.StartCollectingAtWaypoint(PathMainMenu.paths, PathMainMenu.paths[i], waypoint));
WaypointVehicleCollectorFiber.Start(); WaypointVehicleCollectorFiber.Start();
} }
PathMainMenu.createNewPath.Text = "Create New Path"; PathMainMenu.createNewPath.Text = "Create New Path";
PathMainMenu.BuildPathMenu(); PathMainMenu.BuildPathMenu();
PathMainMenu.pathMainMenu.RefreshIndex();
pathCreationMenu.RefreshIndex();
collectorWaypoint.Enabled = false; collectorWaypoint.Enabled = false;
collectorWaypoint.Checked = true; collectorWaypoint.Checked = true;
speedZoneRadius.Enabled = true; speedZoneRadius.Enabled = true;
@ -216,7 +218,7 @@ namespace SceneManager
private static void ToggleTrafficEndPathMenuItem(int pathIndex) private static void ToggleTrafficEndPathMenuItem(int pathIndex)
{ {
if (PathMainMenu.GetPaths()[pathIndex].Waypoints.Count > 0) if (PathMainMenu.paths[pathIndex].Waypoints.Count > 0)
{ {
trafficEndPath.Enabled = true; trafficEndPath.Enabled = true;
} }

View file

@ -10,7 +10,7 @@ namespace SceneManager
{ {
static class PathMainMenu static class PathMainMenu
{ {
private static List<Path> paths = new List<Path>() { }; internal static List<Path> paths = new List<Path>() { };
private static List<string> dismissOptions = new List<string>() { "From path", "From waypoint", "From position" }; private static List<string> dismissOptions = new List<string>() { "From path", "From waypoint", "From position" };
internal static UIMenu pathMainMenu = new UIMenu("Scene Manager", "~o~Path Manager Main Menu"); internal static UIMenu pathMainMenu = new UIMenu("Scene Manager", "~o~Path Manager Main Menu");
@ -81,11 +81,6 @@ namespace SceneManager
} }
} }
internal static ref List<Path> GetPaths()
{
return ref paths;
}
private static bool VehicleAndDriverValid(this Vehicle v) private static bool VehicleAndDriverValid(this Vehicle v)
{ {
if (v && v.HasDriver && v.Driver && v.Driver.IsAlive) if (v && v.HasDriver && v.Driver && v.Driver.IsAlive)
@ -233,6 +228,10 @@ namespace SceneManager
} }
collectedVehicle.Driver.Tasks.Clear(); collectedVehicle.Driver.Tasks.Clear();
if (collectedVehicle.StoppedAtWaypoint)
{
collectedVehicle.StoppedAtWaypoint = false;
}
if (directOptions.SelectedItem == "First waypoint") if (directOptions.SelectedItem == "First waypoint")
{ {

View file

@ -51,7 +51,7 @@ namespace SceneManager
{ {
if (mapBlips.Checked) if (mapBlips.Checked)
{ {
foreach(Path path in PathMainMenu.GetPaths()) foreach(Path path in PathMainMenu.paths)
{ {
foreach(Waypoint wp in path.Waypoints) foreach(Waypoint wp in path.Waypoints)
{ {
@ -61,7 +61,7 @@ namespace SceneManager
} }
else else
{ {
foreach (Path path in PathMainMenu.GetPaths()) foreach (Path path in PathMainMenu.paths)
{ {
foreach (Waypoint wp in path.Waypoints) foreach (Waypoint wp in path.Waypoints)
{ {