using System; using System.Linq; using System.Reflection; using System.Windows.Forms; using Rage; [assembly: Rage.Attributes.Plugin("Scene Manager", Author = "Rich", Description = "Control your scenes with custom AI pathing and traffic barrier management.")] namespace SceneManager { public class EntryPoint { internal static void Main() { AppDomain.CurrentDomain.DomainUnload += MyTerminationHandler; Settings.LoadSettings(); GetAssemblyVersion(); MenuManager.InstantiateMenus(); DisplayHintsToOpenMenu(); GameFiber UserInputFiber = new GameFiber(() => GetUserInput.LoopForUserInput()); UserInputFiber.Start(); } private static void GetAssemblyVersion() { Assembly assembly = Assembly.GetExecutingAssembly(); System.Diagnostics.FileVersionInfo fvi = System.Diagnostics.FileVersionInfo.GetVersionInfo(assembly.Location); var version = fvi.FileVersion; Logger.Log($"Scene Manager V{version} is ready."); } private static void DisplayHintsToOpenMenu() { if (Settings.ModifierKey == Keys.None && Settings.ModifierButton == ControllerButtons.None) { Hints.Display($"~o~Scene Manager\n~y~[Hint]~w~ To open the menu, press the ~b~{Settings.ToggleKey} key ~w~or ~b~{Settings.ToggleButton} button"); } else if (Settings.ModifierKey == Keys.None) { Hints.Display($"~o~Scene Manager\n~y~[Hint]~w~ To open the menu, press the ~b~{Settings.ToggleKey} key ~w~or ~b~{Settings.ModifierButton} ~w~+ ~b~{Settings.ToggleButton} buttons"); } else if (Settings.ModifierButton == ControllerButtons.None) { Hints.Display($"~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"); } else { Hints.Display($"~o~Scene Manager\n~y~[Hint]~w~ To open the menu, press the ~b~{Settings.ModifierKey} ~w~+ ~b~{Settings.ToggleKey} keys ~w~or ~b~{Settings.ModifierButton} ~w~+ ~b~{Settings.ToggleButton} buttons"); } } private static void MyTerminationHandler(object sender, EventArgs e) { // Clean up paths for (int i = 0; i < PathMainMenu.paths.Count; i++) { PathMainMenu.DeletePath(PathMainMenu.paths[i], PathMainMenu.Delete.All); } // Clean up cones foreach (Barrier barrier in BarrierMenu.barriers.Where(b => b.Object)) { barrier.Object.Delete(); } if (BarrierMenu.shadowBarrier) { BarrierMenu.shadowBarrier.Delete(); } // Clear everything BarrierMenu.barriers.Clear(); VehicleCollector.collectedVehicles.Clear(); PathMainMenu.paths.Clear(); Logger.Log($"Plugin has shut down."); Game.DisplayNotification($"~o~Scene Manager\n~r~[Notice]~w~ The plugin has shut down."); } } }