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Added toggling of trafficEndPath menu item based on path waypoints. Began implementing colored text for selectable menu items

This commit is contained in:
Rich Dunne 2020-08-23 15:43:44 -06:00
parent d71d7ba275
commit db0cc52873

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@ -34,16 +34,29 @@ namespace SceneManager
public static void BuildPathCreationMenu()
{
pathCreationMenu.AddItem(waypointType = new UIMenuListScrollerItem<string>("Waypoint Type", "", waypointTypes));
pathCreationMenu.AddItem(waypointSpeed = new UIMenuListScrollerItem<float>($"Waypoint Speed (in {SettingsMenu.speedUnits.SelectedItem}", "", waypointSpeeds));
pathCreationMenu.AddItem(waypointSpeed = new UIMenuListScrollerItem<float>($"Waypoint Speed (in {SettingsMenu.speedUnits.SelectedItem})", "", waypointSpeeds));
pathCreationMenu.AddItem(collectorWaypoint = new UIMenuCheckboxItem("Collector", true)); // true if path's first waypoint
pathCreationMenu.AddItem(collectorRadius = new UIMenuListScrollerItem<float>("Collection Radius", "", collectorRadii));
pathCreationMenu.AddItem(trafficAddWaypoint = new UIMenuItem("Add waypoint"));
trafficAddWaypoint.ForeColor = Color.Gold;
pathCreationMenu.AddItem(trafficRemoveWaypoint = new UIMenuItem("Remove last waypoint"));
trafficRemoveWaypoint.ForeColor = Color.Gold;
trafficRemoveWaypoint.Enabled = false;
pathCreationMenu.AddItem(trafficEndPath = new UIMenuItem("End path creation"));
trafficEndPath.ForeColor = Color.Gold;
trafficEndPath.Enabled = false;
pathCreationMenu.RefreshIndex();
pathCreationMenu.OnItemSelect += PathCreation_OnItemSelected;
pathCreationMenu.OnCheckboxChange += PathCreation_OnCheckboxChange;
}
private static void PathCreation_OnCheckboxChange(UIMenu sender, UIMenuCheckboxItem checkboxItem, bool @checked)
{
if(checkboxItem == collectorWaypoint)
{
collectorRadius.Enabled = collectorWaypoint.Checked ? true : false;
}
}
private static void PathCreation_OnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index)
@ -58,11 +71,11 @@ namespace SceneManager
var drivingFlag = drivingFlags[waypointType.Index];
var blip = CreateWaypointBlip(pathIndex);
if (collectorWaypoint.Checked) // && is path's first waypoint
if (collectorWaypoint.Checked)
{
var yieldZone = SettingsMenu.speedUnits.SelectedItem == SettingsMenu.SpeedUnitsOfMeasure.MPH
? (uint)World.AddSpeedZone(Game.LocalPlayer.Character.Position, 50f, MathHelper.ConvertMilesPerHourToMetersPerSecond(waypointSpeeds[waypointSpeed.Index]))
: (uint)World.AddSpeedZone(Game.LocalPlayer.Character.Position, 50f, MathHelper.ConvertKilometersPerHourToMetersPerSecond(waypointSpeeds[waypointSpeed.Index]));
? World.AddSpeedZone(Game.LocalPlayer.Character.Position, 50f, MathHelper.ConvertMilesPerHourToMetersPerSecond(waypointSpeeds[waypointSpeed.Index]))
: World.AddSpeedZone(Game.LocalPlayer.Character.Position, 50f, MathHelper.ConvertKilometersPerHourToMetersPerSecond(waypointSpeeds[waypointSpeed.Index]));
PathMainMenu.GetPaths()[pathIndex].Waypoints.Add(new Waypoint(currentPath, currentWaypoint, Game.LocalPlayer.Character.Position, SetDriveSpeedForWaypoint(), drivingFlag, blip, true, collectorRadii[collectorRadius.Index], yieldZone));
}
@ -72,6 +85,8 @@ namespace SceneManager
}
Game.LogTrivial($"[Path {currentPath}] Waypoint {currentWaypoint} ({drivingFlag.ToString()}) added");
ToggleTrafficEndPathMenuItem(pathIndex);
// Refresh the trafficMenu after a waypoint is added in order to show Continue Creating Current Path instead of Create New Path
PathMainMenu.RefreshMenu(trafficRemoveWaypoint);
}
@ -85,16 +100,21 @@ namespace SceneManager
{
Game.LogTrivial($"[Path {i + 1}] {PathMainMenu.GetPaths()[i].Waypoints.Last().DrivingFlag.ToString()} waypoint removed");
PathMainMenu.GetPaths()[i].Waypoints.Last().Blip.Delete();
World.RemoveSpeedZone(PathMainMenu.GetPaths()[i].Waypoints.Last().YieldZone);
if (PathMainMenu.GetPaths()[i].Waypoints.Last().CollectorRadiusBlip)
{
PathMainMenu.GetPaths()[i].Waypoints.Last().CollectorRadiusBlip.Delete();
}
PathMainMenu.GetPaths()[i].Waypoints.RemoveAt(PathMainMenu.GetPaths()[i].Waypoints.IndexOf(PathMainMenu.GetPaths()[i].Waypoints.Last()));
ToggleTrafficEndPathMenuItem(i);
// If the path has no waypoints, disable the menu option to remove a waypoint
if (PathMainMenu.GetPaths()[i].Waypoints.Count == 0)
{
trafficRemoveWaypoint.Enabled = false;
trafficEndPath.Enabled = false;
}
}
}
@ -129,11 +149,11 @@ namespace SceneManager
// For each waypoint in the path's WaypointData, start a collector game fiber and loop while the path and waypoint exist, and while the path is enabled
foreach (Waypoint wd in PathMainMenu.GetPaths()[i].Waypoints)
{
GameFiber WaypointVehicleCollectorFiber = new GameFiber(() => TrafficPathing.WaypointVehicleCollector(PathMainMenu.GetPaths(), PathMainMenu.GetPaths()[i], wd));
GameFiber WaypointVehicleCollectorFiber = new GameFiber(() => TrafficPathing.StartCollectingAtWaypoint(PathMainMenu.GetPaths(), PathMainMenu.GetPaths()[i], wd));
WaypointVehicleCollectorFiber.Start();
GameFiber AssignStopForVehiclesFlagFiber = new GameFiber(() => TrafficPathing.AssignStopForVehiclesFlag(PathMainMenu.GetPaths(), PathMainMenu.GetPaths()[i], wd));
AssignStopForVehiclesFlagFiber.Start();
//GameFiber AssignStopForVehiclesFlagFiber = new GameFiber(() => TrafficPathing.AssignStopForVehiclesFlag(PathMainMenu.GetPaths(), PathMainMenu.GetPaths()[i], wd));
//AssignStopForVehiclesFlagFiber.Start();
}
MenuManager.menuPool.CloseAllMenus();
@ -166,6 +186,18 @@ namespace SceneManager
}
}
private static void ToggleTrafficEndPathMenuItem(int pathIndex)
{
if ((PathMainMenu.GetPaths()[pathIndex].Waypoints.Count == 1 && PathMainMenu.GetPaths()[pathIndex].Waypoints.First().DrivingFlag == VehicleDrivingFlags.StopAtDestination) || (PathMainMenu.GetPaths()[pathIndex].Waypoints.Count > 1 && PathMainMenu.GetPaths()[pathIndex].Waypoints.Any(p => p.DrivingFlag != VehicleDrivingFlags.StopAtDestination)))
{
trafficEndPath.Enabled = true;
}
else
{
trafficEndPath.Enabled = false;
}
}
private static float SetDriveSpeedForWaypoint()
{
float speed;