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https://github.com/thegeneralist01/Scene-Manager-DevRepo
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Merge V2.1.1 release (#3)
* Mouse can now be used to fully navigate menus * Added check for driver's current vehicle when releasing from Stop waypoint in case the ped is not in a vehicle. * Lines are now only drawn between waypoint markers under the same conditions that waypoint markers are drawn * Updated marker position to be player's mouse position * Version update * Added logic to update waypoint position during driving task if the waypoint position was changed before the driver arrived. * Removed unused usings. Refactored debug statements to use Game.LogTrivial instead of Logger.Log * Removed class * Removed Logger class * Consolidated all custom enums to this class. Added default waypoint settings from .ini * Modified a hint message * Fixed collector options not being enabled/disabled when Collector box is checked * Refactored AITasking into CollectedVehicle. * Updated reference to vehicle tasking based on AITasking refactor. Fixed speed zone radius not updating correctly. * Version update * Refactored AITasking into CollectedVehicle * Added check for CollectorRadius being more than SpeedZoneRadius. Added debug messages when values are reset to default. * Added hint message if player tries to edit waypoints while 3D waypoints are disabled * Fixed a bug where a 3D waypoint marker would be drawn even if 3D waypoints were disabled * Removed unnecessary property setting when a vehicle is being removed from a path. * Added a check for if the driver loses their task and reassigns it. * Fixed a bug where the 3D line between waypoints was still being drawn even though 3D waypoints were disabled in the settings menu. * Updated version * Added console command to show info about collected vehicles. * Added ConsoleCommand class, removed AITasking class. * Removed class after refactoring into CollectedVehicle * Update README.md * Update README.md * Added ini setting for Advanced Barrier Options. Added enum for TrafficLight state. Added debug message for invalid barriers. * Updated version * Added MousePositionInWorld and RNUIMouseInputHandler classes * Fixed a crash when a collected ped is arrested. * Refactored to implement RNUIMouseInputHandler class. * Removed unused method. * Updated version * Disabled deletion/creation of shadow barrier and re-enabled updating position based on mouse position. * Added check for Driver's current vehicle in driving loop in case the Driver exited Vehicle at some point. Adjusted some guard clause logic and log messages. * Removed unused variable * Renamed some methods to improve clarity * Updated version.
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parent
d73ae601e7
commit
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21 changed files with 1818 additions and 1083 deletions
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@ -1,6 +1,4 @@
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using System;
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using System.ComponentModel.Design.Serialization;
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using System.Drawing.Text;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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@ -36,7 +34,7 @@ namespace SceneManager
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void GetAssemblyVersion()
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{
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string version = Assembly.GetExecutingAssembly().GetName().Version.ToString();
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Logger.Log($"Scene Manager V{version} is ready.");
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Game.LogTrivial($"Scene Manager V{version} is ready.");
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}
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}
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private static bool CheckRNUIVersion()
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@ -45,7 +43,7 @@ namespace SceneManager
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var exists = File.Exists(directory + @"\RAGENativeUI.dll");
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if (!exists)
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{
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Logger.Log($"RNUI was not found in the user's GTA V directory.");
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Game.LogTrivial($"RNUI was not found in the user's GTA V directory.");
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Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n~w~RAGENativeUI.dll was not found in your GTA V directory. Please install RAGENativeUI and try again.");
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return false;
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}
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@ -54,7 +52,7 @@ namespace SceneManager
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Version requiredMinimumVersion = new Version("1.7.0.0");
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if(userVersion >= requiredMinimumVersion)
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{
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Logger.Log($"User's RNUI version: {userVersion}");
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Game.LogTrivial($"User's RNUI version: {userVersion}");
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return true;
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}
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else
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@ -68,22 +66,21 @@ namespace SceneManager
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{
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if (Settings.ModifierKey == Keys.None && Settings.ModifierButton == ControllerButtons.None)
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{
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Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~ To open the menu, press the ~b~{Settings.ToggleKey} key ~w~or ~b~{Settings.ToggleButton} button");
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Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~To open the menu, press the ~b~{Settings.ToggleKey} key ~w~or ~b~{Settings.ToggleButton} button");
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}
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else if (Settings.ModifierKey == Keys.None)
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{
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Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~ To open the menu, press the ~b~{Settings.ToggleKey} key ~w~or ~b~{Settings.ModifierButton} ~w~+ ~b~{Settings.ToggleButton} buttons");
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Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~To open the menu, press the ~b~{Settings.ToggleKey} key ~w~or ~b~{Settings.ModifierButton} ~w~+ ~b~{Settings.ToggleButton} buttons");
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}
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else if (Settings.ModifierButton == ControllerButtons.None)
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{
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Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~ To open the menu, press ~b~{Settings.ModifierKey} ~w~+ ~b~{Settings.ToggleKey} ~w~or the ~b~{Settings.ToggleButton} button");
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Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~To open the menu, press ~b~{Settings.ModifierKey} ~w~+ ~b~{Settings.ToggleKey} ~w~or the ~b~{Settings.ToggleButton} button");
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}
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else
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{
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Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~ To open the menu, press the ~b~{Settings.ModifierKey} ~w~+ ~b~{Settings.ToggleKey} keys ~w~or ~b~{Settings.ModifierButton} ~w~+ ~b~{Settings.ToggleButton} buttons");
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Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~To open the menu, press the ~b~{Settings.ModifierKey} ~w~+ ~b~{Settings.ToggleKey} keys ~w~or ~b~{Settings.ModifierButton} ~w~+ ~b~{Settings.ToggleButton} buttons");
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}
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}
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private static void MyTerminationHandler(object sender, EventArgs e)
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{
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// Clean up cones
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@ -102,12 +99,8 @@ namespace SceneManager
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PathMainMenu.DeletePath(PathMainMenu.paths[i], PathMainMenu.Delete.All);
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}
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// Clear everything
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BarrierMenu.barriers.Clear();
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PathMainMenu.paths.Clear();
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Logger.Log($"Plugin has shut down.");
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Game.DisplayNotification($"~o~Scene Manager ~r~[Terminated]\n~w~ The plugin has shut down.");
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Game.LogTrivial($"Plugin has shut down.");
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Game.DisplayNotification($"~o~Scene Manager ~r~[Terminated]\n~w~The plugin has shut down.");
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}
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}
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}
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