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Added "immobile" menu option. Removed traffic light menu option. Refactored "Rest Barriers" code into a new gamefiber.

This commit is contained in:
Rich Dunne 2020-12-06 07:24:56 -07:00
parent 8b6dec31b5
commit 8a40b41077

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@ -4,6 +4,8 @@ using System.Linq;
using Rage;
using RAGENativeUI;
using RAGENativeUI.Elements;
using SceneManager.Objects;
using SceneManager.Utils;
namespace SceneManager
{
@ -12,11 +14,13 @@ namespace SceneManager
private static List<TrafficLight> trafficLightList = new List<TrafficLight>() { TrafficLight.Green, TrafficLight.Red, TrafficLight.Yellow, TrafficLight.None };
internal static UIMenu barrierMenu = new UIMenu("Scene Manager", "~o~Barrier Management");
internal static List<Barrier> barriers = new List<Barrier>();
private static UIMenuListScrollerItem<string> barrierList = new UIMenuListScrollerItem<string>("Spawn Barrier", "", Settings.barrierKeys);
private static UIMenuListScrollerItem<string> barrierList = new UIMenuListScrollerItem<string>("Spawn Barrier", "", Settings.barriers.Keys); // Settings.barrierKeys
private static UIMenuNumericScrollerItem<int> rotateBarrier = new UIMenuNumericScrollerItem<int>("Rotate Barrier", "", 0, 350, 10);
// ADD CHECKBOX FOR BARRIER TO STOP TRAFFIC? ADD 3D MARKER TO SHOW WHERE TRAFFIC WILL STOP. ONLY NEED ONE CONE TO DO IT PER LANE
private static UIMenuCheckboxItem invincible = new UIMenuCheckboxItem("Indestructible", false);
private static UIMenuCheckboxItem immobile = new UIMenuCheckboxItem("Immobile", false);
private static UIMenuNumericScrollerItem<int> barrierTexture = new UIMenuNumericScrollerItem<int>("Change Texture", "", 0, 15, 1);
private static UIMenuCheckboxItem setBarrierLights = new UIMenuCheckboxItem("Enable Barrier Lights", false);
private static UIMenuCheckboxItem setBarrierLights = new UIMenuCheckboxItem("Enable Barrier Lights", Settings.EnableBarrierLightsDefaultOn);
private static UIMenuListScrollerItem<TrafficLight> setBarrierTrafficLight = new UIMenuListScrollerItem<TrafficLight>("Set Barrier Traffic Light", "", trafficLightList);
private static UIMenuListScrollerItem<string> removeBarrierOptions = new UIMenuListScrollerItem<string>("Remove Barrier", "", new[] { "Last Barrier", "Nearest Barrier", "All Barriers" });
private static UIMenuItem resetBarriers = new UIMenuItem("Reset Barriers", "Reset all spawned barriers to their original position and rotation");
@ -42,6 +46,8 @@ namespace SceneManager
barrierMenu.AddItem(invincible);
barrierMenu.AddItem(immobile);
if (Settings.EnableAdvancedBarricadeOptions)
{
barrierMenu.AddItem(barrierTexture);
@ -49,8 +55,8 @@ namespace SceneManager
barrierMenu.AddItem(setBarrierLights);
barrierMenu.AddItem(setBarrierTrafficLight);
setBarrierTrafficLight.Index = 3;
//barrierMenu.AddItem(setBarrierTrafficLight);
//setBarrierTrafficLight.Index = 3;
}
barrierMenu.AddItem(removeBarrierOptions);
@ -69,14 +75,16 @@ namespace SceneManager
shadowBarrier.Delete();
}
shadowBarrier = new Object(Settings.barrierValues[barrierList.Index], MousePositionInWorld.GetPosition, rotateBarrier.Value);
var barrierKey = Settings.barriers.Where(x => x.Key == barrierList.SelectedItem).FirstOrDefault().Key;
var barrierValue = Settings.barriers[barrierKey].Name;
shadowBarrier = new Object(barrierValue, MousePositionInWorld.GetPosition, rotateBarrier.Value); // Settings.barrierValues[barrierList.Index]
if (!shadowBarrier)
{
barrierMenu.Close();
Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n~w~Something went wrong creating the shadow barrier. Please try again.");
return;
}
Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier);
shadowBarrier.IsGravityDisabled = true;
shadowBarrier.IsCollisionEnabled = false;
@ -94,7 +102,7 @@ namespace SceneManager
{
while (barrierMenu.Visible)
{
if (barrierList.Selected || rotateBarrier.Selected || invincible.Selected || barrierTexture.Selected || setBarrierLights.Selected || setBarrierTrafficLight.Selected)
if (barrierList.Selected || rotateBarrier.Selected || invincible.Selected || immobile.Selected || barrierTexture.Selected || setBarrierLights.Selected || setBarrierTrafficLight.Selected)
{
if (shadowBarrier)
{
@ -131,7 +139,7 @@ namespace SceneManager
shadowBarrier.Heading = rotateBarrier.Value;
shadowBarrier.Position = MousePositionInWorld.GetPositionForBarrier;
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier);
Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
}
void DisableBarrierMenuOptionsIfShadowConeTooFar()
@ -162,6 +170,8 @@ namespace SceneManager
}
private static void SpawnBarrier()
{
GameFiber.StartNew(() =>
{
if (barrierList.SelectedItem == "Flare")
{
@ -172,7 +182,6 @@ namespace SceneManager
var barrier = new Object(shadowBarrier.Model, shadowBarrier.Position, rotateBarrier.Value);
barrier.SetPositionWithSnap(shadowBarrier.Position);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(barrier, true);
barrier.IsPositionFrozen = false;
if (invincible.Checked)
{
Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(barrier, true);
@ -181,6 +190,15 @@ namespace SceneManager
Rage.Native.NativeFunction.Natives.SET_DISABLE_BREAKING(barrier, true);
}
}
if (immobile.Checked)
{
barrier.IsPositionFrozen = true;
}
else
{
barrier.IsPositionFrozen = false;
}
if (Settings.EnableAdvancedBarricadeOptions)
{
Rage.Native.NativeFunction.Natives.x971DA0055324D033(barrier, barrierTexture.Value);
@ -193,18 +211,24 @@ namespace SceneManager
Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(barrier, true);
}
Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(barrier, setBarrierTrafficLight.Index);
//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(barrier, setBarrierTrafficLight.Index);
barrier.IsPositionFrozen = true;
GameFiber.Sleep(50);
if (barrier)
if (barrier && !immobile.Checked)
{
barrier.IsPositionFrozen = false;
}
}
barriers.Add(new Barrier(barrier, barrier.Position, barrier.Heading));
barriers.Add(new Barrier(barrier, barrier.Position, barrier.Heading, invincible.Checked, immobile.Checked));
//if (barriers.First().Object == barrier)
//{
// barriers.First().GoAround();
//}
removeBarrierOptions.Enabled = true;
resetBarriers.Enabled = true;
}
}, "Scene Manager Spawn Barrier Fiber");
void SpawnFlare()
{
@ -224,7 +248,7 @@ namespace SceneManager
}
});
barriers.Add(new Barrier(flare, flare.Position, flare.Heading));
barriers.Add(new Barrier(flare, flare.Position, flare.Heading, invincible.Checked, immobile.Checked));
removeBarrierOptions.Enabled = true;
}
}
@ -269,24 +293,32 @@ namespace SceneManager
}
private static void ResetBarriers()
{
GameFiber.StartNew(() =>
{
var currentBarriers = barriers.Where(b => b.Model.Name != "0xa2c44e80").ToList(); // 0xa2c44e80 is the flare weapon hash
foreach (Barrier barrier in currentBarriers)
{
var newBarrier = new Rage.Object(barrier.Model, barrier.Position, barrier.Rotation);
var newBarrier = new Object(barrier.Model, barrier.Position, barrier.Rotation);
newBarrier.SetPositionWithSnap(barrier.Position);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(newBarrier, true);
newBarrier.IsPositionFrozen = false;
newBarrier.IsPositionFrozen = barrier.Immobile;
if (barrier.Invincible)
{
Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(newBarrier, true);
Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(newBarrier, setBarrierTrafficLight.Index);
if (newBarrier.Model.Name != "prop_barrier_wat_03a")
{
Rage.Native.NativeFunction.Natives.SET_DISABLE_BREAKING(newBarrier, true);
}
}
//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(newBarrier, setBarrierTrafficLight.Index);
newBarrier.IsPositionFrozen = true;
GameFiber.Sleep(50);
if (newBarrier)
if (newBarrier && !barrier.Immobile)
{
newBarrier.IsPositionFrozen = false;
}
barriers.Add(new Barrier(newBarrier, newBarrier.Position, newBarrier.Heading));
barriers.Add(new Barrier(newBarrier, newBarrier.Position, newBarrier.Heading, barrier.Invincible, barrier.Immobile));
if (barrier.Object)
{
@ -295,6 +327,8 @@ namespace SceneManager
barriers.Remove(barrier);
}
currentBarriers.Clear();
});
}
private static void SetBarrierLights()
@ -308,7 +342,7 @@ namespace SceneManager
Rage.Native.NativeFunction.Natives.SET_ENTITY_LIGHTS(shadowBarrier, true);
}
Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
//Rage.Native.NativeFunction.Natives.SET_ENTITY_TRAFFICLIGHT_OVERRIDE(shadowBarrier, setBarrierTrafficLight.Index);
}
private static void BarrierMenu_OnCheckboxChanged(UIMenu sender, UIMenuCheckboxItem checkbox, bool @checked)
@ -378,13 +412,6 @@ namespace SceneManager
private static void BarrierMenu_OnMenuOpen(UIMenu menu)
{
var scrollerItems = new List<UIMenuScrollerItem> { barrierList, barrierTexture, setBarrierTrafficLight, rotateBarrier, removeBarrierOptions };
var checkboxItems = new Dictionary<UIMenuCheckboxItem, RNUIMouseInputHandler.Function>() { { invincible, null }, {setBarrierLights, SetBarrierLights} };
var selectItems = new Dictionary<UIMenuItem, RNUIMouseInputHandler.Function>()
{
{ barrierList, SpawnBarrier },
{ removeBarrierOptions, RemoveBarrier },
{ resetBarriers, ResetBarriers },
};
Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~The shadow barrier will disappear if you aim too far away.");
CreateShadowBarrier();