diff --git a/SceneManager/Menus/EditWaypointMenu.cs b/SceneManager/Menus/EditWaypointMenu.cs index ad1d68c..99e6392 100644 --- a/SceneManager/Menus/EditWaypointMenu.cs +++ b/SceneManager/Menus/EditWaypointMenu.cs @@ -21,7 +21,7 @@ namespace SceneManager public static UIMenuCheckboxItem collectorWaypoint = new UIMenuCheckboxItem("Collector", true, "If this waypoint will collect vehicles to follow the path"); public static UIMenuNumericScrollerItem changeCollectorRadius = new UIMenuNumericScrollerItem("Collection Radius", "The distance from this waypoint (in meters) vehicles will be collected", 1, 50, 1); public static UIMenuNumericScrollerItem changeSpeedZoneRadius = new UIMenuNumericScrollerItem("Speed Zone Radius", "The distance from this collector waypoint (in meters) non-collected vehicles will drive at this waypoint's speed", 5, 200, 5); - public static UIMenuCheckboxItem updateWaypointPosition = new UIMenuCheckboxItem("Update Waypoint Position", false, "Updates the waypoint's position to the player's current position"); + 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."); internal static void InstantiateMenu() { @@ -88,19 +88,12 @@ namespace SceneManager editWaypointMenu.OnCheckboxChange += EditWaypoint_OnCheckboxChanged; editWaypointMenu.OnItemSelect += EditWaypoint_OnItemSelected; editWaypoint.IndexChanged += EditWaypoint_OnIndexChanged; - - currentWaypoint.DrawMarkerForWaypointBeingEdited(); } private static void EditWaypoint_OnIndexChanged(UIMenuScrollerItem scrollerItem, int oldIndex, int newIndex) { var currentPath = PathMainMenu.GetPaths()[PathMainMenu.editPath.Value - 1]; var currentWaypoint = currentPath.Waypoints[editWaypoint.Value - 1]; - - if (scrollerItem == editWaypoint) - { - currentPath.Waypoints[oldIndex].EnableWaypointMarker = true; - } } private static void EditWaypoint_OnScrollerChanged(UIMenu sender, UIMenuScrollerItem scrollerItem, int first, int last) @@ -116,7 +109,6 @@ namespace SceneManager changeCollectorRadius.Enabled = collectorWaypoint.Checked ? true : false; changeSpeedZoneRadius.Enabled = collectorWaypoint.Checked ? true : false; updateWaypointPosition.Checked = false; - currentWaypoint.DrawMarkerForWaypointBeingEdited(); } if (scrollerItem == changeCollectorRadius) @@ -138,9 +130,6 @@ namespace SceneManager private static void EditWaypoint_OnCheckboxChanged(UIMenu sender, UIMenuCheckboxItem checkboxItem, bool @checked) { - var currentPath = PathMainMenu.GetPaths()[PathMainMenu.editPath.Value - 1]; - var currentWaypoint = currentPath.Waypoints[editWaypoint.Value - 1]; - if (checkboxItem == collectorWaypoint) { changeCollectorRadius.Enabled = collectorWaypoint.Checked ? true : false; @@ -155,21 +144,25 @@ namespace SceneManager if (selectedItem == updateWaypoint) { - currentWaypoint.UpdateWaypoint(currentWaypoint, drivingFlags[changeWaypointType.Index], SetDriveSpeedForWaypoint(), collectorWaypoint.Checked, changeCollectorRadius.Value, changeSpeedZoneRadius.Value, updateWaypointPosition.Checked); + if(currentPath.Waypoints.Count == 1) + { + currentWaypoint.UpdateWaypoint(currentWaypoint, drivingFlags[changeWaypointType.Index], SetDriveSpeedForWaypoint(), true, changeCollectorRadius.Value, changeSpeedZoneRadius.Value, updateWaypointPosition.Checked); + } + else + { + currentWaypoint.UpdateWaypoint(currentWaypoint, drivingFlags[changeWaypointType.Index], SetDriveSpeedForWaypoint(), collectorWaypoint.Checked, changeCollectorRadius.Value, changeSpeedZoneRadius.Value, updateWaypointPosition.Checked); + } + Game.LogTrivial($"Updated path {currentPath.Number} waypoint {currentWaypoint.Number}: Driving flag is {drivingFlags[changeWaypointType.Index].ToString()}, speed is {changeWaypointSpeed.Value}, collector is {currentWaypoint.IsCollector}"); - if (currentPath.Waypoints.Count < 2 && currentPath.Waypoints[0].DrivingFlag == VehicleDrivingFlags.StopAtDestination) - { - Game.LogTrivial($"The remaining waypoint was updated to be a stop waypoint. Enabling/disabling the path is no longer locked."); - EditPathMenu.disablePath.Enabled = true; - } updateWaypointPosition.Checked = false; Game.DisplayNotification($"~o~Scene Manager\n~g~[Success]~w~ Waypoint {currentWaypoint.Number} updated."); + + BuildEditWaypointMenu(); } if (selectedItem == addAsNewWaypoint) { - currentWaypoint.EnableWaypointMarker = true; var pathIndex = PathMainMenu.GetPaths().IndexOf(currentPath); var drivingFlag = drivingFlags[changeWaypointType.Index]; var blip = PathCreationMenu.CreateWaypointBlip(pathIndex, drivingFlag); @@ -197,11 +190,10 @@ namespace SceneManager if (selectedItem == removeWaypoint) { - Game.LogTrivial($"[Path {currentPath.Number}] Waypoint {currentWaypoint.Number} ({currentWaypoint.DrivingFlag}) removed"); if (currentPath.Waypoints.Count == 1) { Game.LogTrivial($"Deleting the last waypoint from the path."); - PathMainMenu.DeletePath(currentPath, currentPath.Number - 1, PathMainMenu.Delete.Single); + PathMainMenu.DeletePath(currentPath, PathMainMenu.Delete.Single); editWaypointMenu.Visible = false; PathMainMenu.pathMainMenu.Visible = true; @@ -214,6 +206,7 @@ namespace SceneManager currentWaypoint.CollectorRadiusBlip.Delete(); } currentPath.Waypoints.Remove(currentWaypoint); + Game.LogTrivial($"[Path {currentPath.Number}] Waypoint {currentWaypoint.Number} ({currentWaypoint.DrivingFlag}) removed"); foreach (Waypoint wp in currentPath.Waypoints) { @@ -221,14 +214,17 @@ namespace SceneManager Game.LogTrivial($"Waypoint at index {currentPath.Waypoints.IndexOf(wp)} is now waypoint #{wp.Number}"); } + editWaypointMenu.Clear(); BuildEditWaypointMenu(); - if (currentPath.Waypoints.Count == 1 && currentPath.Waypoints[0].DrivingFlag != VehicleDrivingFlags.StopAtDestination) + if (currentPath.Waypoints.Count == 1) { - Game.LogTrivial($"The path only has 1 waypoint left, and the waypoint is not a stop waypoint. Disabling the path."); - currentPath.DisablePath(); - EditPathMenu.disablePath.Checked = true; - EditPathMenu.disablePath.Enabled = false; + Hints.Display($"~o~Scene Manager\n~y~[Hint]~w~ Your path's first waypoint ~b~must~w~ be a collector. If it's not, it will automatically be made into one."); + Game.LogTrivial($"The path only has 1 waypoint left, this waypoint must be a collector."); + currentPath.Waypoints[0].UpdateWaypoint(currentWaypoint, drivingFlags[changeWaypointType.Index], SetDriveSpeedForWaypoint(), true, changeCollectorRadius.Value, changeSpeedZoneRadius.Value, updateWaypointPosition.Checked); + collectorWaypoint.Checked = true; + changeCollectorRadius.Enabled = true; + changeSpeedZoneRadius.Enabled = true; } } }