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Created new Hints class. Implemented Hints.Display method. Added option to SettingsMenu to enable/disable hints in-game.

This commit is contained in:
Rich Dunne 2020-08-26 19:16:28 -06:00
parent e7f40c9624
commit a7fd140e1f
5 changed files with 37 additions and 16 deletions

View file

@ -17,8 +17,7 @@ namespace SceneManager
GetAssemblyVersion(); GetAssemblyVersion();
MenuManager.InstantiateMenus(); MenuManager.InstantiateMenus();
if (Settings.EnableHints) DisplayHintsToOpenMenu();
DisplayHintsToOpenMenu();
GameFiber UserInputFiber = new GameFiber(() => GetUserInput.LoopForUserInput()); GameFiber UserInputFiber = new GameFiber(() => GetUserInput.LoopForUserInput());
UserInputFiber.Start(); UserInputFiber.Start();
@ -36,19 +35,19 @@ namespace SceneManager
{ {
if (Settings.ModifierKey == Keys.None && Settings.ModifierButton == ControllerButtons.None) if (Settings.ModifierKey == Keys.None && Settings.ModifierButton == ControllerButtons.None)
{ {
Game.DisplayNotification($"~o~Scene Manager\n~y~[Hint]~w~ To open the menu, press the ~b~{Settings.ToggleKey} key ~w~or ~b~{Settings.ToggleButton} button ~w~while on foot"); Hints.Display($"~o~Scene Manager\n~y~[Hint]~w~ To open the menu, press the ~b~{Settings.ToggleKey} key ~w~or ~b~{Settings.ToggleButton} button ~w~while on foot");
} }
else if (Settings.ModifierKey == Keys.None) else if (Settings.ModifierKey == Keys.None)
{ {
Game.DisplayNotification($"~o~Scene Manager\n~y~[Hint]~w~ To open the menu, press the ~b~{Settings.ToggleKey} key ~w~or ~b~{Settings.ModifierButton} ~w~+ ~b~{Settings.ToggleButton} buttons ~w~while on foot"); Hints.Display($"~o~Scene Manager\n~y~[Hint]~w~ To open the menu, press the ~b~{Settings.ToggleKey} key ~w~or ~b~{Settings.ModifierButton} ~w~+ ~b~{Settings.ToggleButton} buttons ~w~while on foot");
} }
else if (Settings.ModifierButton == ControllerButtons.None) else if (Settings.ModifierButton == ControllerButtons.None)
{ {
Game.DisplayNotification($"~o~Scene Manager\n~y~[Hint]~w~ To open the menu, press ~b~{Settings.ModifierKey} ~w~+ ~b~{Settings.ToggleKey} ~w~or the ~b~{Settings.ToggleButton} button ~w~while on foot"); Hints.Display($"~o~Scene Manager\n~y~[Hint]~w~ To open the menu, press ~b~{Settings.ModifierKey} ~w~+ ~b~{Settings.ToggleKey} ~w~or the ~b~{Settings.ToggleButton} button ~w~while on foot");
} }
else else
{ {
Game.DisplayNotification($"~o~Scene Manager\n~y~[Hint]~w~ To open the menu, press the ~b~{Settings.ModifierKey} ~w~+ ~b~{Settings.ToggleKey} keys ~w~or ~b~{Settings.ModifierButton} ~w~+ ~b~{Settings.ToggleButton} buttons ~w~while on foot"); Hints.Display($"~o~Scene Manager\n~y~[Hint]~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 ~w~while on foot");
} }
} }

17
SceneManager/Hints.cs Normal file
View file

@ -0,0 +1,17 @@
using Rage;
namespace SceneManager
{
class Hints
{
public static bool Enabled { get; set; } = SettingsMenu.hints.Checked;
public static void Display(string message)
{
if (Enabled)
{
Game.DisplayNotification($"{message}");
}
}
}
}

View file

@ -15,7 +15,6 @@ namespace SceneManager
public static UIMenu barrierMenu { get; private set; } public static UIMenu barrierMenu { get; private set; }
public static List<Rage.Object> barriers = new List<Rage.Object>() { }; public static List<Rage.Object> barriers = new List<Rage.Object>() { };
// TODO: Refactor as dictionary
private static UIMenuListScrollerItem<string> barrierList = new UIMenuListScrollerItem<string>("Select Barrier", "", new[] { "Large Striped Cone", "Large Cone", "Medium Striped Cone", "Medium Cone", "Roadpole A", "Roadpole B", "Police Barrier", "Road Barrier", "Flare" }); private static UIMenuListScrollerItem<string> barrierList = new UIMenuListScrollerItem<string>("Select Barrier", "", new[] { "Large Striped Cone", "Large Cone", "Medium Striped Cone", "Medium Cone", "Roadpole A", "Roadpole B", "Police Barrier", "Road Barrier", "Flare" });
private static string[] barrierObjectNames = new string[] { "prop_mp_cone_01", "prop_roadcone01c", "prop_mp_cone_02", "prop_mp_cone_03", "prop_roadpole_01a", "prop_roadpole_01b", "prop_barrier_work05", "prop_barrier_work06a", "prop_flare_01b" }; private static string[] barrierObjectNames = new string[] { "prop_mp_cone_01", "prop_roadcone01c", "prop_mp_cone_02", "prop_mp_cone_03", "prop_roadpole_01a", "prop_roadpole_01b", "prop_barrier_work05", "prop_barrier_work06a", "prop_flare_01b" };
private static UIMenuNumericScrollerItem<int> rotateBarrier = new UIMenuNumericScrollerItem<int>("Rotate Barrier", "Rotate the barrier.", 0, 350, 10); private static UIMenuNumericScrollerItem<int> rotateBarrier = new UIMenuNumericScrollerItem<int>("Rotate Barrier", "Rotate the barrier.", 0, 350, 10);
@ -48,12 +47,12 @@ namespace SceneManager
public static void CreateShadowBarrier(UIMenu barrierMenu) public static void CreateShadowBarrier(UIMenu barrierMenu)
{ {
if (EntryPoint.Settings.EnableHints) if (Settings.EnableHints)
{ {
Game.DisplayNotification($"~o~Scene Manager\n~y~[Hint]~y~ ~w~The shadow cone will disappear if you aim too far away."); Hints.Display($"~o~Scene Manager\n~y~[Hint]~y~ ~w~The shadow cone will disappear if you aim too far away.");
} }
//Game.LogTrivial("Creating shadow cone"); //Game.LogTrivial("Creating shadow barrier");
if (shadowBarrier) if (shadowBarrier)
shadowBarrier.Delete(); shadowBarrier.Delete();

View file

@ -7,8 +7,9 @@ namespace SceneManager
class SettingsMenu class SettingsMenu
{ {
public static UIMenu settingsMenu { get; private set; } public static UIMenu settingsMenu { get; private set; }
public static UIMenuCheckboxItem debugGraphics; public static UIMenuCheckboxItem debugGraphics = new UIMenuCheckboxItem("Enable 3D Waypoints", false),
public static UIMenuListScrollerItem<SpeedUnitsOfMeasure> speedUnits; hints = new UIMenuCheckboxItem("Enable Hints", true);
public static UIMenuListScrollerItem<SpeedUnitsOfMeasure> speedUnits = new UIMenuListScrollerItem<SpeedUnitsOfMeasure>("Speed Unit of Measure", "", new[] { SpeedUnitsOfMeasure.MPH, SpeedUnitsOfMeasure.KPH });
public enum SpeedUnitsOfMeasure public enum SpeedUnitsOfMeasure
{ {
MPH, MPH,
@ -24,8 +25,9 @@ namespace SceneManager
public static void BuildSettingsMenu() public static void BuildSettingsMenu()
{ {
settingsMenu.AddItem(debugGraphics = new UIMenuCheckboxItem("Enable Debug Graphics", false)); settingsMenu.AddItem(debugGraphics);
settingsMenu.AddItem(speedUnits = new UIMenuListScrollerItem<SpeedUnitsOfMeasure>("Speed Unit of Measure", "", new[] { SpeedUnitsOfMeasure.MPH, SpeedUnitsOfMeasure.KPH })); settingsMenu.AddItem(hints);
settingsMenu.AddItem(speedUnits);
settingsMenu.OnCheckboxChange += SettingsMenu_OnCheckboxChange; settingsMenu.OnCheckboxChange += SettingsMenu_OnCheckboxChange;
settingsMenu.OnScrollerChange += SettingsMenu_OnScrollerChange; settingsMenu.OnScrollerChange += SettingsMenu_OnScrollerChange;
@ -35,8 +37,6 @@ namespace SceneManager
{ {
if (checkboxItem == debugGraphics) if (checkboxItem == debugGraphics)
{ {
// TODO: Fix graphics don't display when new path is created, have to uncheck and re-check the option
// TODO: Add branch for this during path creation ... create temp Waypoint list during path creation, then assign to path[i] after creation?
if (debugGraphics.Checked) if (debugGraphics.Checked)
{ {
foreach (Path path in PathMainMenu.GetPaths()) foreach (Path path in PathMainMenu.GetPaths())
@ -48,6 +48,11 @@ namespace SceneManager
} }
} }
} }
if(checkboxItem == hints)
{
Hints.Enabled = hints.Checked ? true : false;
}
} }
private static void SettingsMenu_OnScrollerChange(UIMenu sender, UIMenuScrollerItem scrollerItem, int oldIndex, int newIndex) private static void SettingsMenu_OnScrollerChange(UIMenu sender, UIMenuScrollerItem scrollerItem, int oldIndex, int newIndex)

View file

@ -52,6 +52,7 @@
<ItemGroup> <ItemGroup>
<Compile Include="AITasking.cs" /> <Compile Include="AITasking.cs" />
<Compile Include="DebugGraphics.cs" /> <Compile Include="DebugGraphics.cs" />
<Compile Include="Hints.cs" />
<Compile Include="Menus\BarrierMenu.cs" /> <Compile Include="Menus\BarrierMenu.cs" />
<Compile Include="Object Classes\CollectedVehicle.cs" /> <Compile Include="Object Classes\CollectedVehicle.cs" />
<Compile Include="Menus\EditPathMenu.cs" /> <Compile Include="Menus\EditPathMenu.cs" />