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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Refactored menu item initializations, updated Game.LogTrivial calls to Logger.Log
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1 changed files with 65 additions and 67 deletions
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@ -11,53 +11,49 @@ namespace SceneManager
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{
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private static VehicleDrivingFlags[] drivingFlags = new VehicleDrivingFlags[] { VehicleDrivingFlags.Normal, VehicleDrivingFlags.IgnorePathFinding, VehicleDrivingFlags.StopAtDestination };
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private static string[] waypointTypes = new string[] { "Drive To (Normal)", "Drive To (Direct)", "Stop" };
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public static UIMenu editWaypointMenu { get; private set; }
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public static UIMenuItem updateWaypoint { get; private set; }
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public static UIMenuItem removeWaypoint { get; private set; }
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public static UIMenuItem addAsNewWaypoint { get; private set; }
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public static UIMenuNumericScrollerItem<int> editWaypoint;
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public static UIMenuListScrollerItem<string> changeWaypointType = new UIMenuListScrollerItem<string>("Waypoint Type", "", waypointTypes);
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private static UIMenuNumericScrollerItem<int> changeWaypointSpeed;
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public static UIMenuCheckboxItem collectorWaypoint = new UIMenuCheckboxItem("Collector", true, "If this waypoint will collect vehicles to follow the path");
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public static UIMenuNumericScrollerItem<int> changeCollectorRadius = new UIMenuNumericScrollerItem<int>("Collection Radius", "The distance from this waypoint (in meters) vehicles will be collected", 1, 50, 1);
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public static UIMenuNumericScrollerItem<int> changeSpeedZoneRadius = new UIMenuNumericScrollerItem<int>("Speed Zone Radius", "The distance from this collector waypoint (in meters) non-collected vehicles will drive at this waypoint's speed", 5, 200, 5);
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public static UIMenuCheckboxItem updateWaypointPosition = new UIMenuCheckboxItem("Update Waypoint Position", false, "Updates the waypoint's position to the player's current position. You should turn this on if you're planning on adding this waypoint as a new waypoint.");
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internal static UIMenu editWaypointMenu = new UIMenu("Scene Manager", "~o~Edit Waypoint");
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internal static UIMenuItem updateWaypoint = new UIMenuItem("Update Waypoint");
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internal static UIMenuItem removeWaypoint = new UIMenuItem("Remove Waypoint");
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internal static UIMenuItem addAsNewWaypoint = new UIMenuItem("Add as New Waypoint", "Adds a new waypoint to the end of the path with these settings");
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internal static UIMenuNumericScrollerItem<int> editWaypoint;
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internal static UIMenuListScrollerItem<string> changeWaypointType = new UIMenuListScrollerItem<string>("Waypoint Type", "", waypointTypes);
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private static UIMenuNumericScrollerItem<int> changeWaypointSpeed = new UIMenuNumericScrollerItem<int>("Waypoint Speed", $"How fast the AI will drive to the waypoint in ~b~{SettingsMenu.speedUnits.SelectedItem}", 5, 80, 5);
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internal static UIMenuCheckboxItem collectorWaypoint = new UIMenuCheckboxItem("Collector", true, "If this waypoint will collect vehicles to follow the path");
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internal static UIMenuNumericScrollerItem<int> changeCollectorRadius = new UIMenuNumericScrollerItem<int>("Collection Radius", "The distance from this waypoint (in meters) vehicles will be collected", 1, 50, 1);
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internal static UIMenuNumericScrollerItem<int> changeSpeedZoneRadius = new UIMenuNumericScrollerItem<int>("Speed Zone Radius", "The distance from this collector waypoint (in meters) non-collected vehicles will drive at this waypoint's speed", 5, 200, 5);
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internal static UIMenuCheckboxItem updateWaypointPosition = new UIMenuCheckboxItem("Update Waypoint Position", false, "Updates the waypoint's position to the player's current position. You should turn this on if you're planning on adding this waypoint as a new waypoint.");
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internal static void InstantiateMenu()
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{
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editWaypointMenu = new UIMenu("Scene Manager", "~o~Edit Waypoint");
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editWaypointMenu.ParentMenu = EditPathMenu.editPathMenu;
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MenuManager.menuPool.Add(editWaypointMenu);
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}
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public static void BuildEditWaypointMenu()
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internal static void BuildEditWaypointMenu()
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{
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var currentPath = PathMainMenu.GetPaths()[PathMainMenu.editPath.Value - 1];
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Game.LogTrivial($"Current path: {currentPath.Number}");
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// Need to unsubscribe from these or else there will be duplicate firings if the user left the menu, then re-entered
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editWaypointMenu.OnItemSelect -= EditWaypoint_OnItemSelected;
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editWaypointMenu.OnCheckboxChange -= EditWaypoint_OnCheckboxChanged;
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editWaypointMenu.OnScrollerChange -= EditWaypoint_OnScrollerChanged;
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ResetEventHandlerSubscriptions();
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var currentPath = PathMainMenu.GetPaths()[PathMainMenu.editPath.Value - 1];
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//Logger.Log($"Current path: {currentPath.Number}");
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editWaypoint = new UIMenuNumericScrollerItem<int>("Edit Waypoint", "", currentPath.Waypoints.First().Number, currentPath.Waypoints.Last().Number, 1);
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editWaypoint.IndexChanged -= EditWaypoint_OnIndexChanged;
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editWaypointMenu.Clear();
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editWaypointMenu.AddItem(editWaypoint);
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editWaypoint.Index = 0;
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var currentWaypoint = currentPath.Waypoints[editWaypoint.Value - 1];
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Game.LogTrivial($"Current waypoint: {currentWaypoint.Number}, Driving flag: {currentWaypoint.DrivingFlag.ToString()}");
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var currentWaypoint = currentPath.Waypoints.Where(wp => wp.Number == editWaypoint.Value).FirstOrDefault();
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//Logger.Log($"Current waypoint: {currentWaypoint.Number}, Driving flag: {currentWaypoint.DrivingFlag.ToString()}");
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if(currentWaypoint != null)
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{
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editWaypointMenu.AddItem(changeWaypointType);
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changeWaypointType.Index = Array.IndexOf(drivingFlags, currentWaypoint.DrivingFlag);
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editWaypointMenu.AddItem(changeWaypointSpeed = new UIMenuNumericScrollerItem<int>("Waypoint Speed", $"How fast the AI will drive to the waypoint in ~b~{SettingsMenu.speedUnits.SelectedItem}", 5, 80, 5));
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editWaypointMenu.AddItem(changeWaypointSpeed);
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changeWaypointSpeed.Value = (int)MathHelper.ConvertMetersPerSecondToMilesPerHour(currentWaypoint.Speed);
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editWaypointMenu.AddItem(collectorWaypoint = new UIMenuCheckboxItem("Collector Waypoint", currentWaypoint.IsCollector, "If this waypoint will collect vehicles to follow the path"));
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editWaypointMenu.AddItem(collectorWaypoint);
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collectorWaypoint.Checked = currentWaypoint.IsCollector;
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editWaypointMenu.AddItem(changeCollectorRadius);
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changeCollectorRadius.Value = currentWaypoint.CollectorRadius != 0
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@ -73,27 +69,29 @@ namespace SceneManager
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changeSpeedZoneRadius.Enabled = collectorWaypoint.Checked ? true : false;
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editWaypointMenu.AddItem(updateWaypointPosition);
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editWaypointMenu.AddItem(updateWaypoint = new UIMenuItem("Update Waypoint"));
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editWaypointMenu.AddItem(updateWaypoint);
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updateWaypoint.ForeColor = Color.Gold;
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editWaypointMenu.AddItem(removeWaypoint = new UIMenuItem("Remove Waypoint"));
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editWaypointMenu.AddItem(removeWaypoint);
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removeWaypoint.ForeColor = Color.Gold;
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editWaypointMenu.AddItem(addAsNewWaypoint = new UIMenuItem("Add as New Waypoint", "Adds a new waypoint to the end of the path with these settings"));
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editWaypointMenu.AddItem(addAsNewWaypoint);
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addAsNewWaypoint.ForeColor = Color.Gold;
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EditPathMenu.editPathMenu.Visible = false;
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editWaypointMenu.RefreshIndex();
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editWaypointMenu.Visible = true;
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}
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void ResetEventHandlerSubscriptions()
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{
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editWaypointMenu.OnItemSelect -= EditWaypoint_OnItemSelected;
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editWaypointMenu.OnCheckboxChange -= EditWaypoint_OnCheckboxChanged;
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editWaypointMenu.OnScrollerChange -= EditWaypoint_OnScrollerChanged;
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editWaypointMenu.OnScrollerChange += EditWaypoint_OnScrollerChanged;
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editWaypointMenu.OnCheckboxChange += EditWaypoint_OnCheckboxChanged;
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editWaypointMenu.OnItemSelect += EditWaypoint_OnItemSelected;
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editWaypoint.IndexChanged += EditWaypoint_OnIndexChanged;
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}
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private static void EditWaypoint_OnIndexChanged(UIMenuScrollerItem scrollerItem, int oldIndex, int newIndex)
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{
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var currentPath = PathMainMenu.GetPaths()[PathMainMenu.editPath.Value - 1];
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var currentWaypoint = currentPath.Waypoints[editWaypoint.Value - 1];
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}
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private static void EditWaypoint_OnScrollerChanged(UIMenu sender, UIMenuScrollerItem scrollerItem, int first, int last)
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@ -153,7 +151,7 @@ namespace SceneManager
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currentWaypoint.UpdateWaypoint(currentWaypoint, drivingFlags[changeWaypointType.Index], SetDriveSpeedForWaypoint(), collectorWaypoint.Checked, changeCollectorRadius.Value, changeSpeedZoneRadius.Value, updateWaypointPosition.Checked);
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}
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Game.LogTrivial($"Updated path {currentPath.Number} waypoint {currentWaypoint.Number}: Driving flag is {drivingFlags[changeWaypointType.Index].ToString()}, speed is {changeWaypointSpeed.Value}, collector is {currentWaypoint.IsCollector}");
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Logger.Log($"Updated path {currentPath.Number} waypoint {currentWaypoint.Number}: Driving flag is {drivingFlags[changeWaypointType.Index].ToString()}, speed is {changeWaypointSpeed.Value}, collector is {currentWaypoint.IsCollector}");
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updateWaypointPosition.Checked = false;
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Game.DisplayNotification($"~o~Scene Manager\n~g~[Success]~w~ Waypoint {currentWaypoint.Number} updated.");
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@ -192,7 +190,7 @@ namespace SceneManager
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{
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if (currentPath.Waypoints.Count == 1)
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{
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Game.LogTrivial($"Deleting the last waypoint from the path.");
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Logger.Log($"Deleting the last waypoint from the path.");
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PathMainMenu.DeletePath(currentPath, PathMainMenu.Delete.Single);
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editWaypointMenu.Visible = false;
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@ -206,12 +204,12 @@ namespace SceneManager
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currentWaypoint.CollectorRadiusBlip.Delete();
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}
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currentPath.Waypoints.Remove(currentWaypoint);
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Game.LogTrivial($"[Path {currentPath.Number}] Waypoint {currentWaypoint.Number} ({currentWaypoint.DrivingFlag}) removed");
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Logger.Log($"[Path {currentPath.Number}] Waypoint {currentWaypoint.Number} ({currentWaypoint.DrivingFlag}) removed");
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foreach (Waypoint wp in currentPath.Waypoints)
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{
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wp.Number = currentPath.Waypoints.IndexOf(wp) + 1;
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Game.LogTrivial($"Waypoint at index {currentPath.Waypoints.IndexOf(wp)} is now waypoint #{wp.Number}");
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Logger.Log($"Waypoint at index {currentPath.Waypoints.IndexOf(wp)} is now waypoint #{wp.Number}");
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}
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editWaypointMenu.Clear();
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@ -220,7 +218,7 @@ namespace SceneManager
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if (currentPath.Waypoints.Count == 1)
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{
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Hints.Display($"~o~Scene Manager\n~y~[Hint]~w~ Your path's first waypoint ~b~must~w~ be a collector. If it's not, it will automatically be made into one.");
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Game.LogTrivial($"The path only has 1 waypoint left, this waypoint must be a collector.");
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Logger.Log($"The path only has 1 waypoint left, this waypoint must be a collector.");
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currentPath.Waypoints[0].UpdateWaypoint(currentWaypoint, drivingFlags[changeWaypointType.Index], SetDriveSpeedForWaypoint(), true, changeCollectorRadius.Value, changeSpeedZoneRadius.Value, updateWaypointPosition.Checked);
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collectorWaypoint.Checked = true;
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changeCollectorRadius.Enabled = true;
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@ -235,15 +233,15 @@ namespace SceneManager
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float convertedSpeed;
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if (SettingsMenu.speedUnits.SelectedItem == SpeedUnits.MPH)
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{
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//Game.LogTrivial($"Original speed: {waypointSpeeds[waypointSpeed.Index]}{SettingsMenu.speedUnits.SelectedItem}");
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//Logger.Log($"Original speed: {waypointSpeeds[waypointSpeed.Index]}{SettingsMenu.speedUnits.SelectedItem}");
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convertedSpeed = MathHelper.ConvertMilesPerHourToMetersPerSecond(changeWaypointSpeed.Value);
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//Game.LogTrivial($"Converted speed: {convertedSpeed}m/s");
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//Logger.Log($"Converted speed: {convertedSpeed}m/s");
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}
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else
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{
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//Game.LogTrivial($"Original speed: {waypointSpeeds[waypointSpeed.Index]}{SettingsMenu.speedUnits.SelectedItem}");
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//Logger.Log($"Original speed: {waypointSpeeds[waypointSpeed.Index]}{SettingsMenu.speedUnits.SelectedItem}");
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convertedSpeed = MathHelper.ConvertKilometersPerHourToMetersPerSecond(changeWaypointSpeed.Value);
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//Game.LogTrivial($"Converted speed: {convertedSpeed}m/s");
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//Logger.Log($"Converted speed: {convertedSpeed}m/s");
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}
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return convertedSpeed;
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