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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 23:50:29 +01:00
Added separate menu option for collector waypoint speed zone.
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parent
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commit
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3 changed files with 53 additions and 24 deletions
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@ -16,8 +16,9 @@ namespace SceneManager
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private static UIMenuItem trafficAddWaypoint, trafficRemoveWaypoint, trafficEndPath;
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public static UIMenuListScrollerItem<string> waypointType = new UIMenuListScrollerItem<string>("Waypoint Type", "", waypointTypes);
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private static UIMenuNumericScrollerItem<int> waypointSpeed;
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public static UIMenuNumericScrollerItem<int> collectorRadius = 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 UIMenuCheckboxItem collectorWaypoint = new UIMenuCheckboxItem("Collector", true, "If this waypoint will collect vehicles to follow the path");
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public static UIMenuNumericScrollerItem<int> collectorRadius = 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> speedZoneRadius = new UIMenuNumericScrollerItem<int>("Speed Zone Radius", "The distance from this collector waypoint (in meters) non-collected vehicles will drive at this waypoint's speed", 1, 50, 1);
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internal static void InstantiateMenu()
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{
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@ -34,6 +35,8 @@ namespace SceneManager
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pathCreationMenu.AddItem(collectorWaypoint);
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pathCreationMenu.AddItem(collectorRadius);
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collectorRadius.Index = 0;
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pathCreationMenu.AddItem(speedZoneRadius);
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speedZoneRadius.Index = 0;
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pathCreationMenu.AddItem(trafficAddWaypoint = new UIMenuItem("Add waypoint"));
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trafficAddWaypoint.ForeColor = Color.Gold;
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pathCreationMenu.AddItem(trafficRemoveWaypoint = new UIMenuItem("Remove last waypoint"));
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@ -53,6 +56,7 @@ namespace SceneManager
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if(checkboxItem == collectorWaypoint)
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{
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collectorRadius.Enabled = collectorWaypoint.Checked ? true : false;
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speedZoneRadius.Enabled = collectorWaypoint.Checked ? true : false;
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}
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}
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@ -70,10 +74,7 @@ namespace SceneManager
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if (SettingsMenu.debugGraphics.Checked)
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{
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GameFiber.StartNew(() =>
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{
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DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, PathMainMenu.GetPaths()[0]);
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});
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DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, PathMainMenu.GetPaths()[0]);
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}
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}
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else if(anyPathsExist && !PathMainMenu.GetPaths().Any(p => p != null && p.State == State.Creating))
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@ -82,10 +83,7 @@ namespace SceneManager
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if (SettingsMenu.debugGraphics.Checked)
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{
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GameFiber.StartNew(() =>
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{
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DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, PathMainMenu.GetPaths().Where(p => p != null && p.State == State.Creating).First());
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});
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DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, PathMainMenu.GetPaths().Where(p => p != null && p.State == State.Creating).First());
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}
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}
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@ -99,10 +97,9 @@ namespace SceneManager
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if (collectorWaypoint.Checked)
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{
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var yieldZone = SettingsMenu.speedUnits.SelectedItem == SettingsMenu.SpeedUnitsOfMeasure.MPH
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? World.AddSpeedZone(Game.LocalPlayer.Character.Position, 50f, MathHelper.ConvertMilesPerHourToMetersPerSecond(waypointSpeed.Value))
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: World.AddSpeedZone(Game.LocalPlayer.Character.Position, 50f, MathHelper.ConvertKilometersPerHourToMetersPerSecond(waypointSpeed.Value));
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PathMainMenu.GetPaths()[pathIndex].Waypoints.Add(new Waypoint(currentPath, currentWaypoint, Game.LocalPlayer.Character.Position, SetDriveSpeedForWaypoint(), drivingFlag, blip, true, collectorRadius.Value, yieldZone));
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? World.AddSpeedZone(Game.LocalPlayer.Character.Position, speedZoneRadius.Value, MathHelper.ConvertMilesPerHourToMetersPerSecond(waypointSpeed.Value))
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: World.AddSpeedZone(Game.LocalPlayer.Character.Position, speedZoneRadius.Value, MathHelper.ConvertKilometersPerHourToMetersPerSecond(waypointSpeed.Value));
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PathMainMenu.GetPaths()[pathIndex].Waypoints.Add(new Waypoint(currentPath, currentWaypoint, Game.LocalPlayer.Character.Position, SetDriveSpeedForWaypoint(), drivingFlag, blip, true, collectorRadius.Value, speedZoneRadius.Value, yieldZone));
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}
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else
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{
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@ -166,9 +163,9 @@ namespace SceneManager
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PathMainMenu.AddPathToPathCountList(i, currentPath.PathNum);
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// For each waypoint in the path's WaypointData, start a collector game fiber and loop while the path and waypoint exist, and while the path is enabled
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foreach (Waypoint wd in PathMainMenu.GetPaths()[i].Waypoints)
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foreach (Waypoint waypoint in PathMainMenu.GetPaths()[i].Waypoints)
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{
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GameFiber WaypointVehicleCollectorFiber = new GameFiber(() => VehicleCollector.StartCollectingAtWaypoint(PathMainMenu.GetPaths(), PathMainMenu.GetPaths()[i], wd));
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GameFiber WaypointVehicleCollectorFiber = new GameFiber(() => VehicleCollector.StartCollectingAtWaypoint(PathMainMenu.GetPaths(), PathMainMenu.GetPaths()[i], waypoint));
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WaypointVehicleCollectorFiber.Start();
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}
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