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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Updated public methods and properties to internal
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parent
e173d9da0c
commit
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3 changed files with 35 additions and 35 deletions
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@ -5,11 +5,11 @@ namespace SceneManager
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{
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{
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class Barrier
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class Barrier
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{
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{
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public Rage.Object Object { get; set; }
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internal Rage.Object Object { get; set; }
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public Vector3 Position { get; set; }
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internal Vector3 Position { get; set; }
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public float Rotation { get; set; }
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internal float Rotation { get; set; }
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public Barrier(Rage.Object barrier, Vector3 barrierPosition, float barrierRotation)
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internal Barrier(Rage.Object barrier, Vector3 barrierPosition, float barrierRotation)
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{
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{
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Object = barrier;
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Object = barrier;
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Position = barrierPosition;
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Position = barrierPosition;
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@ -5,16 +5,16 @@ namespace SceneManager
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{
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{
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public class CollectedVehicle
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public class CollectedVehicle
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{
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{
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public Ped Driver { get; set; }
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internal Ped Driver { get; set; }
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public Vehicle Vehicle { get; set; }
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internal Vehicle Vehicle { get; set; }
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public Path Path { get; set; }
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internal Path Path { get; set; }
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public Waypoint CurrentWaypoint { get; set; }
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internal Waypoint CurrentWaypoint { get; set; }
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public Waypoint NextWaypoint { get; private set; }
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internal Waypoint NextWaypoint { get; private set; }
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public bool StoppedAtWaypoint { get; set; }
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internal bool StoppedAtWaypoint { get; set; }
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public bool Dismissed { get; set; }
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internal bool Dismissed { get; set; }
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public bool SkipWaypoint { get; set; }
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internal bool SkipWaypoint { get; set; }
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public CollectedVehicle(Vehicle vehicle, Path path, Waypoint currentWaypoint)
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internal CollectedVehicle(Vehicle vehicle, Path path, Waypoint currentWaypoint)
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{
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{
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Vehicle = vehicle;
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Vehicle = vehicle;
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Driver = vehicle.Driver;
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Driver = vehicle.Driver;
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@ -22,14 +22,14 @@ namespace SceneManager
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CurrentWaypoint = currentWaypoint;
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CurrentWaypoint = currentWaypoint;
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}
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}
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public CollectedVehicle(Vehicle vehicle, Path path)
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internal CollectedVehicle(Vehicle vehicle, Path path)
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{
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{
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Vehicle = vehicle;
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Vehicle = vehicle;
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Driver = vehicle.Driver;
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Driver = vehicle.Driver;
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Path = path;
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Path = path;
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}
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}
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public void Dismiss()
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internal void Dismiss()
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{
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{
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GameFiber.StartNew(() =>
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GameFiber.StartNew(() =>
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{
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{
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@ -6,21 +6,21 @@ namespace SceneManager
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{
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{
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public class Waypoint
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public class Waypoint
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{
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{
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public Path Path { get; set; }
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internal Path Path { get; set; }
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public int Number { get; set; }
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internal int Number { get; set; }
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public Vector3 Position { get; set; }
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internal Vector3 Position { get; set; }
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public float Speed { get; set; }
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internal float Speed { get; set; }
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public VehicleDrivingFlags DrivingFlag { get; set; }
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internal VehicleDrivingFlags DrivingFlag { get; set; }
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public Blip Blip { get; }
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internal Blip Blip { get; }
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public bool IsCollector { get; set; }
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internal bool IsCollector { get; set; }
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public float CollectorRadius { get; set; }
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internal float CollectorRadius { get; set; }
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public Blip CollectorRadiusBlip { get; set; }
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internal Blip CollectorRadiusBlip { get; set; }
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public float SpeedZoneRadius { get; set; }
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internal float SpeedZoneRadius { get; set; }
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public uint SpeedZone { get; set; }
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internal uint SpeedZone { get; set; }
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public bool EnableWaypointMarker { get; set; }
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internal bool EnableWaypointMarker { get; set; }
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public bool EnableEditMarker { get; set; }
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internal bool EnableEditMarker { get; set; }
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public Waypoint(Path path, int waypointNum, Vector3 waypointPos, float speed, VehicleDrivingFlags drivingFlag, Blip waypointBlip, bool collector = false, float collectorRadius = 1, float speedZoneRadius = 0)
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internal Waypoint(Path path, int waypointNum, Vector3 waypointPos, float speed, VehicleDrivingFlags drivingFlag, Blip waypointBlip, bool collector = false, float collectorRadius = 1, float speedZoneRadius = 0)
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{
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{
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Path = path;
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Path = path;
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Number = waypointNum;
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Number = waypointNum;
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@ -47,7 +47,7 @@ namespace SceneManager
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DrawWaypointMarker();
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DrawWaypointMarker();
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}
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}
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public void UpdateWaypoint(Waypoint currentWaypoint, VehicleDrivingFlags drivingFlag, float speed, bool collectorWaypointChecked, float collectorRadius, float speedZoneRadius, bool updateWaypointPositionChecked)
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internal void UpdateWaypoint(Waypoint currentWaypoint, VehicleDrivingFlags drivingFlag, float speed, bool collectorWaypointChecked, float collectorRadius, float speedZoneRadius, bool updateWaypointPositionChecked)
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{
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{
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UpdateDrivingFlag(drivingFlag);
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UpdateDrivingFlag(drivingFlag);
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UpdateWaypointSpeed(speed);
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UpdateWaypointSpeed(speed);
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@ -133,17 +133,17 @@ namespace SceneManager
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}
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}
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}
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}
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public void AddSpeedZone()
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internal void AddSpeedZone()
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{
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{
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SpeedZone = World.AddSpeedZone(Position, SpeedZoneRadius, Speed);
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SpeedZone = World.AddSpeedZone(Position, SpeedZoneRadius, Speed);
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}
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}
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public void RemoveSpeedZone()
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internal void RemoveSpeedZone()
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{
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{
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World.RemoveSpeedZone(SpeedZone);
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World.RemoveSpeedZone(SpeedZone);
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}
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}
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public void DrawWaypointMarker()
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internal void DrawWaypointMarker()
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{
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{
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// This is called once when the waypoint is created
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// This is called once when the waypoint is created
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GameFiber.StartNew((System.Threading.ThreadStart)(() =>
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GameFiber.StartNew((System.Threading.ThreadStart)(() =>
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@ -216,7 +216,7 @@ namespace SceneManager
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}));
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}));
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}
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}
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public void EnableBlip()
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internal void EnableBlip()
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{
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{
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if(!PathMainMenu.GetPaths().Where(p => p == Path).First().IsEnabled)
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if(!PathMainMenu.GetPaths().Where(p => p == Path).First().IsEnabled)
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{
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{
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@ -231,7 +231,7 @@ namespace SceneManager
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}
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}
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public void DisableBlip()
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internal void DisableBlip()
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{
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{
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Blip.Alpha = 0;
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Blip.Alpha = 0;
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CollectorRadiusBlip.Alpha = 0;
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CollectorRadiusBlip.Alpha = 0;
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