using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Rage; using RAGENativeUI; using RAGENativeUI.Elements; namespace SceneManager { class EditWaypointMenu { #pragma warning disable CS0618 // Type or member is obsolete, clear NUI squiggles private static UIMenuItem editUpdateWaypoint, editRemoveWaypoint; private static UIMenuListItem editWaypoint, changeWaypointType, changeWaypointSpeed, changeCollectorRadius; private static UIMenuCheckboxItem collectorWaypoint, updateWaypointPosition; private static List pathWaypoints = new List() { }; private static List waypointSpeeds = new List() { 5f, 10f, 15f, 20f, 30f, 40f, 50f, 60f, 70f }; private static List waypointTypes = new List() { "Drive To", "Stop" }; private static List collectorRadii = new List() { 3f, 5f, 10f, 15f, 20f, 30f, 40f, 50f }; private static VehicleDrivingFlags[] drivingFlags = new VehicleDrivingFlags[] { VehicleDrivingFlags.Normal, VehicleDrivingFlags.StopAtDestination }; public static void BuildEditWaypointMenu() { // Need to unsubscribe from these or else there will be duplicate firings if the user left the menu, then re-entered MenuManager.editWaypointMenu.OnItemSelect -= EditWaypoint_OnItemSelected; MenuManager.editWaypointMenu.OnListChange -= EditWaypoint_OnListChanged; var currentPath = TrafficMenu.paths[TrafficMenu.editPath.Index]; //var currentWaypoint = currentPath.WaypointData[editWaypoint.Index]; // Can't use this before the menu is created, will this be a problem elsewhere? // Populating menu list so user can select which waypoint to edit by index pathWaypoints.Clear(); for (int i = 0; i < currentPath.Waypoint.Count; i++) { pathWaypoints.Add(i + 1); } MenuManager.editWaypointMenu.Clear(); MenuManager.editWaypointMenu.AddItem(editWaypoint = new UIMenuListItem("Edit Waypoint", pathWaypoints, 0)); MenuManager.editWaypointMenu.AddItem(changeWaypointType = new UIMenuListItem("Change Waypoint Type", waypointTypes, Array.IndexOf(drivingFlags, currentPath.Waypoint[editWaypoint.Index].DrivingFlag))); MenuManager.editWaypointMenu.AddItem(changeWaypointSpeed = new UIMenuListItem("Change Waypoint Speed", waypointSpeeds, waypointSpeeds.IndexOf(currentPath.Waypoint[editWaypoint.Index].Speed))); MenuManager.editWaypointMenu.AddItem(collectorWaypoint = new UIMenuCheckboxItem("Collector Waypoint", TrafficMenu.paths[TrafficMenu.editPath.Index].Waypoint[editWaypoint.Index].Collector)); MenuManager.editWaypointMenu.AddItem(changeCollectorRadius = new UIMenuListItem("Change Collection Radius", collectorRadii, collectorRadii.IndexOf(currentPath.Waypoint[editWaypoint.Index].CollectorRadius))); MenuManager.editWaypointMenu.AddItem(updateWaypointPosition = new UIMenuCheckboxItem("Update Waypoint Position", false)); MenuManager.editWaypointMenu.AddItem(editUpdateWaypoint = new UIMenuItem("Update Waypoint")); MenuManager.editWaypointMenu.AddItem(editRemoveWaypoint = new UIMenuItem("Remove Waypoint")); MenuManager.editPathMenu.Visible = false; MenuManager.editWaypointMenu.RefreshIndex(); MenuManager.editWaypointMenu.Visible = true; MenuManager.editWaypointMenu.OnItemSelect += EditWaypoint_OnItemSelected; MenuManager.editWaypointMenu.OnListChange += EditWaypoint_OnListChanged; } private static void EditWaypoint_OnListChanged(UIMenu sender, UIMenuListItem listItem, int index) { var currentPath = TrafficMenu.paths[TrafficMenu.editPath.Index]; var currentWaypoint = currentPath.Waypoint[editWaypoint.Index]; if (listItem == editWaypoint) { while (MenuManager.editWaypointMenu.MenuItems.Count > 1) { MenuManager.editWaypointMenu.RemoveItemAt(1); GameFiber.Yield(); } MenuManager.editWaypointMenu.AddItem(changeWaypointType = new UIMenuListItem("Change Waypoint Type", waypointTypes, Array.IndexOf(drivingFlags, currentWaypoint.DrivingFlag))); MenuManager.editWaypointMenu.AddItem(changeWaypointSpeed = new UIMenuListItem("Change Waypoint Speed", waypointSpeeds, waypointSpeeds.IndexOf(currentWaypoint.Speed))); MenuManager.editWaypointMenu.AddItem(collectorWaypoint = new UIMenuCheckboxItem("Attractor Waypoint", currentWaypoint.Collector)); MenuManager.editWaypointMenu.AddItem(changeCollectorRadius = new UIMenuListItem("Change Collection Radius", collectorRadii, collectorRadii.IndexOf(currentPath.Waypoint[editWaypoint.Index].CollectorRadius))); MenuManager.editWaypointMenu.AddItem(updateWaypointPosition = new UIMenuCheckboxItem("Update Waypoint Position", false)); MenuManager.editWaypointMenu.AddItem(editUpdateWaypoint = new UIMenuItem("Update Waypoint")); MenuManager.editWaypointMenu.AddItem(editRemoveWaypoint = new UIMenuItem("Remove Waypoint")); MenuManager.editWaypointMenu.RefreshIndex(); } } // Crashed here updating waypoint position for waypoint 2/2 private static void EditWaypoint_OnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index) { var currentPath = TrafficMenu.paths[TrafficMenu.editPath.Index]; var currentWaypoint = currentPath.Waypoint[editWaypoint.Index]; if (selectedItem == editUpdateWaypoint) { currentWaypoint.DrivingFlag = drivingFlags[changeWaypointType.Index]; currentWaypoint.Speed = waypointSpeeds[changeWaypointSpeed.Index]; if (updateWaypointPosition.Checked) { currentWaypoint.WaypointPos = Game.LocalPlayer.Character.Position; currentWaypoint.WaypointBlip.Position = Game.LocalPlayer.Character.Position; if (currentWaypoint.CollectorRadiusBlip) { currentWaypoint.CollectorRadiusBlip.Position = Game.LocalPlayer.Character.Position; } } if (collectorWaypoint.Checked) { currentWaypoint.Collector = true; var yieldZone = World.AddSpeedZone(Game.LocalPlayer.Character.Position, 50f, currentWaypoint.Speed); currentWaypoint.YieldZone = yieldZone; if (currentWaypoint.CollectorRadiusBlip) { //currentWaypoint.CollectorRadiusBlip.Color = currentWaypoint.WaypointBlip.Color; currentWaypoint.CollectorRadiusBlip.Alpha = 0.5f; currentWaypoint.CollectorRadiusBlip.Scale = collectorRadii[changeCollectorRadius.Index]; } else { currentWaypoint.CollectorRadiusBlip = new Blip(currentWaypoint.WaypointBlip.Position, collectorRadii[changeCollectorRadius.Index]) { Color = currentWaypoint.WaypointBlip.Color, Alpha = 0.5f }; } currentWaypoint.CollectorRadius = collectorRadii[changeCollectorRadius.Index]; } else { currentWaypoint.Collector = false; World.RemoveSpeedZone(currentWaypoint.YieldZone); currentWaypoint.YieldZone = 0; if (currentWaypoint.CollectorRadiusBlip) { //currentWaypoint.CollectorRadiusBlip.Color = currentWaypoint.WaypointBlip.Color; currentWaypoint.CollectorRadiusBlip.Alpha = 0.25f; } } Game.LogTrivial($"Updated path {currentPath.PathNum} waypoint {currentWaypoint.WaypointNum}: Driving flag is {drivingFlags[changeWaypointType.Index].ToString()}, speed is {waypointSpeeds[changeWaypointSpeed.Index].ToString()}, collector is {currentWaypoint.Collector}"); if (currentPath.Waypoint.Count < 2 && currentPath.Waypoint[0].DrivingFlag == VehicleDrivingFlags.StopAtDestination) { Game.LogTrivial($"The remaining waypoint was updated to be a stop waypoint. Enabling/disabling the path is no longer locked."); EditPathMenu.togglePath.Enabled = true; } Game.DisplayNotification($"~o~Scene Manager\n~g~[Success]~w~ Waypoint {currentWaypoint.WaypointNum} updated."); } if (selectedItem == editRemoveWaypoint) { Game.LogTrivial($"[Path {currentPath.PathNum}] Waypoint {currentWaypoint.WaypointNum} ({currentWaypoint.DrivingFlag}) removed"); if (currentPath.Waypoint.Count == 1) { Game.LogTrivial($"Deleting the last waypoint from the path."); TrafficMenu.DeletePath(currentPath, currentPath.PathNum - 1, "Single"); //pathWaypoints.Clear(); //editPathMenu.Clear(); MenuManager.editWaypointMenu.Visible = false; MenuManager.pathMenu.Visible = true; } else { currentWaypoint.WaypointBlip.Delete(); // Delete the waypoint's blip if (currentWaypoint.CollectorRadiusBlip) { currentWaypoint.CollectorRadiusBlip.Delete(); } currentPath.Waypoint.Remove(currentWaypoint); // Delete the waypoint's data object pathWaypoints.RemoveAt(editWaypoint.Index); // Remove the waypoint from the menu list // Will this have adverse affects on vehicles currently following the path? // Update waypoint number for each waypoint in the path's waypoint data foreach (Waypoint wp in currentPath.Waypoint) { wp.WaypointNum = currentPath.Waypoint.IndexOf(wp) + 1; Game.LogTrivial($"Waypoint at index {currentPath.Waypoint.IndexOf(wp)} is now waypoint #{wp.WaypointNum}"); } BuildEditWaypointMenu(); if (currentPath.Waypoint.Count == 1 && currentPath.Waypoint[0].DrivingFlag != VehicleDrivingFlags.StopAtDestination) { Game.LogTrivial($"The path only has 1 waypoint left, and the waypoint is not a stop waypoint. Disabling the path."); currentPath.PathDisabled = true; EditPathMenu.togglePath.Checked = true; EditPathMenu.togglePath.Enabled = false; } } } } } }