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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.
This commit is contained in:
Rich 2020-11-26 07:41:22 -07:00 committed by GitHub
parent d73ae601e7
commit 8bc4de3528
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21 changed files with 1818 additions and 1083 deletions

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using Rage;
using RAGENativeUI.Elements;
namespace SceneManager
{
internal static class MousePositionInWorld
{
internal static Vector3 GetPosition { get { return GetMousePositionInWorld(); } }
internal static Vector3 GetPositionForBarrier { get { return GetMousePositionInWorld(Settings.BarrierPlacementDistance); } }
private static Vector3 GetMousePositionInWorld(float maxDistance = 100f)
{
HitResult TracePlayerView(float maxTraceDistance = 100f, TraceFlags flags = TraceFlags.IntersectWorld) => TracePlayerView2(out Vector3 v1, out Vector3 v2, maxTraceDistance, flags);
HitResult TracePlayerView2(out Vector3 start, out Vector3 end, float maxTraceDistance, TraceFlags flags)
{
Vector3 direction = GetPlayerLookingDirection(out start);
end = start + (maxTraceDistance * direction);
return World.TraceLine(start, end, flags);
}
Vector3 GetPlayerLookingDirection(out Vector3 camPosition)
{
if (Camera.RenderingCamera)
{
camPosition = Camera.RenderingCamera.Position;
return Camera.RenderingCamera.Direction;
}
else
{
float pitch = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_PITCH<float>();
float heading = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_HEADING<float>();
camPosition = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_COORD<Vector3>();
return (Game.LocalPlayer.Character.Rotation + new Rotator(pitch, 0, heading)).ToVector().ToNormalized();
}
}
return TracePlayerView(maxDistance, TraceFlags.IntersectWorld).HitPosition;
}
}
}