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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Added toggling of trafficEndPath menu item based on path waypoints. Began implementing colored text for selectable menu items
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d71d7ba275
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1 changed files with 39 additions and 7 deletions
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@ -34,16 +34,29 @@ namespace SceneManager
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public static void BuildPathCreationMenu()
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{
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pathCreationMenu.AddItem(waypointType = new UIMenuListScrollerItem<string>("Waypoint Type", "", waypointTypes));
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pathCreationMenu.AddItem(waypointSpeed = new UIMenuListScrollerItem<float>($"Waypoint Speed (in {SettingsMenu.speedUnits.SelectedItem}", "", waypointSpeeds));
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pathCreationMenu.AddItem(waypointSpeed = new UIMenuListScrollerItem<float>($"Waypoint Speed (in {SettingsMenu.speedUnits.SelectedItem})", "", waypointSpeeds));
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pathCreationMenu.AddItem(collectorWaypoint = new UIMenuCheckboxItem("Collector", true)); // true if path's first waypoint
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pathCreationMenu.AddItem(collectorRadius = new UIMenuListScrollerItem<float>("Collection Radius", "", collectorRadii));
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pathCreationMenu.AddItem(trafficAddWaypoint = new UIMenuItem("Add waypoint"));
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trafficAddWaypoint.ForeColor = Color.Gold;
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pathCreationMenu.AddItem(trafficRemoveWaypoint = new UIMenuItem("Remove last waypoint"));
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trafficRemoveWaypoint.ForeColor = Color.Gold;
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trafficRemoveWaypoint.Enabled = false;
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pathCreationMenu.AddItem(trafficEndPath = new UIMenuItem("End path creation"));
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trafficEndPath.ForeColor = Color.Gold;
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trafficEndPath.Enabled = false;
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pathCreationMenu.RefreshIndex();
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pathCreationMenu.OnItemSelect += PathCreation_OnItemSelected;
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pathCreationMenu.OnCheckboxChange += PathCreation_OnCheckboxChange;
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}
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private static void PathCreation_OnCheckboxChange(UIMenu sender, UIMenuCheckboxItem checkboxItem, bool @checked)
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{
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if(checkboxItem == collectorWaypoint)
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{
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collectorRadius.Enabled = collectorWaypoint.Checked ? true : false;
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}
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}
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private static void PathCreation_OnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index)
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@ -58,11 +71,11 @@ namespace SceneManager
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var drivingFlag = drivingFlags[waypointType.Index];
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var blip = CreateWaypointBlip(pathIndex);
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if (collectorWaypoint.Checked) // && is path's first waypoint
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if (collectorWaypoint.Checked)
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{
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var yieldZone = SettingsMenu.speedUnits.SelectedItem == SettingsMenu.SpeedUnitsOfMeasure.MPH
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? (uint)World.AddSpeedZone(Game.LocalPlayer.Character.Position, 50f, MathHelper.ConvertMilesPerHourToMetersPerSecond(waypointSpeeds[waypointSpeed.Index]))
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: (uint)World.AddSpeedZone(Game.LocalPlayer.Character.Position, 50f, MathHelper.ConvertKilometersPerHourToMetersPerSecond(waypointSpeeds[waypointSpeed.Index]));
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? World.AddSpeedZone(Game.LocalPlayer.Character.Position, 50f, MathHelper.ConvertMilesPerHourToMetersPerSecond(waypointSpeeds[waypointSpeed.Index]))
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: World.AddSpeedZone(Game.LocalPlayer.Character.Position, 50f, MathHelper.ConvertKilometersPerHourToMetersPerSecond(waypointSpeeds[waypointSpeed.Index]));
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PathMainMenu.GetPaths()[pathIndex].Waypoints.Add(new Waypoint(currentPath, currentWaypoint, Game.LocalPlayer.Character.Position, SetDriveSpeedForWaypoint(), drivingFlag, blip, true, collectorRadii[collectorRadius.Index], yieldZone));
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}
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@ -72,6 +85,8 @@ namespace SceneManager
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}
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Game.LogTrivial($"[Path {currentPath}] Waypoint {currentWaypoint} ({drivingFlag.ToString()}) added");
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ToggleTrafficEndPathMenuItem(pathIndex);
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// Refresh the trafficMenu after a waypoint is added in order to show Continue Creating Current Path instead of Create New Path
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PathMainMenu.RefreshMenu(trafficRemoveWaypoint);
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}
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@ -85,16 +100,21 @@ namespace SceneManager
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{
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Game.LogTrivial($"[Path {i + 1}] {PathMainMenu.GetPaths()[i].Waypoints.Last().DrivingFlag.ToString()} waypoint removed");
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PathMainMenu.GetPaths()[i].Waypoints.Last().Blip.Delete();
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World.RemoveSpeedZone(PathMainMenu.GetPaths()[i].Waypoints.Last().YieldZone);
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if (PathMainMenu.GetPaths()[i].Waypoints.Last().CollectorRadiusBlip)
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{
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PathMainMenu.GetPaths()[i].Waypoints.Last().CollectorRadiusBlip.Delete();
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}
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PathMainMenu.GetPaths()[i].Waypoints.RemoveAt(PathMainMenu.GetPaths()[i].Waypoints.IndexOf(PathMainMenu.GetPaths()[i].Waypoints.Last()));
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ToggleTrafficEndPathMenuItem(i);
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// If the path has no waypoints, disable the menu option to remove a waypoint
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if (PathMainMenu.GetPaths()[i].Waypoints.Count == 0)
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{
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trafficRemoveWaypoint.Enabled = false;
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trafficEndPath.Enabled = false;
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}
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}
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}
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@ -129,11 +149,11 @@ namespace SceneManager
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// 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
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foreach (Waypoint wd in PathMainMenu.GetPaths()[i].Waypoints)
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{
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GameFiber WaypointVehicleCollectorFiber = new GameFiber(() => TrafficPathing.WaypointVehicleCollector(PathMainMenu.GetPaths(), PathMainMenu.GetPaths()[i], wd));
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GameFiber WaypointVehicleCollectorFiber = new GameFiber(() => TrafficPathing.StartCollectingAtWaypoint(PathMainMenu.GetPaths(), PathMainMenu.GetPaths()[i], wd));
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WaypointVehicleCollectorFiber.Start();
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GameFiber AssignStopForVehiclesFlagFiber = new GameFiber(() => TrafficPathing.AssignStopForVehiclesFlag(PathMainMenu.GetPaths(), PathMainMenu.GetPaths()[i], wd));
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AssignStopForVehiclesFlagFiber.Start();
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//GameFiber AssignStopForVehiclesFlagFiber = new GameFiber(() => TrafficPathing.AssignStopForVehiclesFlag(PathMainMenu.GetPaths(), PathMainMenu.GetPaths()[i], wd));
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//AssignStopForVehiclesFlagFiber.Start();
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}
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MenuManager.menuPool.CloseAllMenus();
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@ -166,6 +186,18 @@ namespace SceneManager
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}
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}
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private static void ToggleTrafficEndPathMenuItem(int pathIndex)
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{
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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)))
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{
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trafficEndPath.Enabled = true;
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}
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else
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{
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trafficEndPath.Enabled = false;
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}
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}
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private static float SetDriveSpeedForWaypoint()
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{
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float speed;
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