mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 23:50:29 +01:00
Added Directed property and set all initial bool properties to false. Refactored Dismiss function.
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parent
4b4f596024
commit
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1 changed files with 63 additions and 35 deletions
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@ -10,9 +10,10 @@ namespace SceneManager
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internal Path Path { get; set; }
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internal Waypoint CurrentWaypoint { get; set; }
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internal Waypoint NextWaypoint { get; private set; }
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internal bool StoppedAtWaypoint { get; set; }
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internal bool Dismissed { get; set; }
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internal bool SkipWaypoint { get; set; }
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internal bool StoppedAtWaypoint { get; set; } = false;
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internal bool Dismissed { get; set; } = false;
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internal bool Directed { get; set; } = false;
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internal bool SkipWaypoint { get; set; } = false;
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internal CollectedVehicle(Vehicle vehicle, Path path, Waypoint currentWaypoint)
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{
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@ -29,49 +30,76 @@ namespace SceneManager
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Path = path;
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}
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internal void Dismiss()
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internal void Dismiss(DismissOption dismissOption = DismissOption.FromPath)
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{
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GameFiber.StartNew(() =>
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if (!Vehicle || !Driver)
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{
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if (!Vehicle || !Driver)
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{
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return;
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}
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Dismissed = true;
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StoppedAtWaypoint = false;
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return;
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}
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Driver.Tasks.Clear();
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Driver.Tasks.PerformDrivingManeuver(Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3);
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if (dismissOption == DismissOption.FromWorld)
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{
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Game.LogTrivial($"Dismissed {Vehicle.Model.Name} from the world");
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Vehicle.Driver.Delete();
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Vehicle.Delete();
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return;
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}
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if (Driver.GetAttachedBlip())
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Dismissed = true;
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Dismissed = false;
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Driver.Tasks.Clear();
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if(StoppedAtWaypoint)
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{
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Logger.Log($"Unstucking stopped vehicle");
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true);
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GameFiber.StartNew(() =>
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{
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Driver.GetAttachedBlip().Delete();
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}
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// check if the vehicle is near any of the path's collector waypoints
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var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector && Vehicle.DistanceTo2D(wp.Position) <= wp.CollectorRadius * 2).FirstOrDefault();
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if (nearestCollectorWaypoint != null)
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{
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while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius * 2)
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while(Vehicle.Speed < 1f)
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{
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//Game.LogTrivial($"{_vehicle.Model.Name} is too close to the collector to be fully dismissed.");
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GameFiber.Yield();
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}
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}
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});
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StoppedAtWaypoint = false;
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}
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if (!Vehicle || !Driver)
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if(dismissOption == DismissOption.FromWaypoint && CurrentWaypoint.Number != Path.Waypoints.Count)
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{
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Logger.Log($"Dismissed from waypoint.");
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SkipWaypoint = true;
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SkipWaypoint = false;
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}
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if(dismissOption == DismissOption.FromWaypoint && CurrentWaypoint.Number == Path.Waypoints.Count || dismissOption == DismissOption.FromPath)
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{
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Logger.Log($"Dismissed from path.");
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GameFiber.StartNew(() =>
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{
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return;
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}
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// check if the vehicle is near any of the path's collector waypoints
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var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector && Vehicle.DistanceTo2D(wp.Position) <= wp.CollectorRadius * 2).FirstOrDefault();
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while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius * 2)
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{
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//Game.LogTrivial($"{Vehicle.Model.Name} is too close to the collector to be fully dismissed.");
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GameFiber.Yield();
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}
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VehicleCollector.collectedVehicles.Remove(this);
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Logger.Log($"{Vehicle.Model.Name} dismissed successfully.");
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Driver.BlockPermanentEvents = false;
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Driver.Dismiss();
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Vehicle.IsSirenOn = false;
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Vehicle.IsSirenSilent = true;
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Vehicle.Dismiss();
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});
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if (!Vehicle || !Driver)
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{
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return;
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}
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VehicleCollector.collectedVehicles.Remove(this);
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Logger.Log($"{Vehicle.Model.Name} dismissed successfully.");
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if (Driver.GetAttachedBlip())
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{
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Driver.GetAttachedBlip().Delete();
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}
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Driver.BlockPermanentEvents = false;
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Driver.Dismiss();
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Vehicle.IsSirenOn = false;
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Vehicle.IsSirenSilent = true;
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Vehicle.Dismiss();
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});
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}
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}
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}
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}
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