mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 23:50:29 +01:00
95 lines
3.8 KiB
C#
95 lines
3.8 KiB
C#
using Rage;
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using System.Linq;
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namespace SceneManager
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{
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public class CollectedVehicle
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{
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private Ped _driver { get; set; }
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private Vehicle _vehicle { get; set; }
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private Path _path { get; set; }
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private Waypoint _currentWaypoint {get; set;}
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private bool _tasksAssigned { get; set; }
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private bool _stoppedAtWaypoint { get; set; }
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private bool _dismissed { get; set; } = false;
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private bool _skipWaypoint { get; set; } = false;
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public Ped Driver { get { return _driver; } set { _driver = value; } }
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public Vehicle Vehicle { get { return _vehicle; } set { _vehicle = value; } }
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public Path Path { get { return _path; } set { _path = value; } }
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public Waypoint CurrentWaypoint { get { return _currentWaypoint; } set { _currentWaypoint = value; } }
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public bool TasksAssigned { get { return _tasksAssigned; } set { _tasksAssigned = value; } }
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public bool StoppedAtWaypoint { get { return _stoppedAtWaypoint; } set { _stoppedAtWaypoint = value; } }
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public bool Dismissed { get { return _dismissed; } set { _dismissed = value; } }
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public bool SkipWaypoint { get { return _skipWaypoint; } set { _skipWaypoint = value; } }
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public CollectedVehicle(Vehicle vehicle, Path path, Waypoint currentWaypoint, bool tasksAssigned)
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{
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_vehicle = vehicle;
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_driver = vehicle.Driver;
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_path = path;
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_currentWaypoint = currentWaypoint;
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_tasksAssigned = tasksAssigned;
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}
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public CollectedVehicle(Vehicle vehicle, Path path, bool tasksAssigned)
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{
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_vehicle = vehicle;
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_driver = vehicle.Driver;
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_path = path;
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_tasksAssigned = tasksAssigned;
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}
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public void AssignPropertiesFromDirectedTask(Path path, Waypoint currentWaypoint, bool tasksAssigned, bool stoppedAtWaypoint)
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{
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_path = path;
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_currentWaypoint = currentWaypoint;
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_tasksAssigned = tasksAssigned;
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_stoppedAtWaypoint = stoppedAtWaypoint;
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}
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public void Dismiss()
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{
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GameFiber.StartNew(() =>
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{
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if (!_vehicle || !_driver)
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{
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return;
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}
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_dismissed = true;
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_stoppedAtWaypoint = false;
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_driver.Tasks.Clear();
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if (_driver.GetAttachedBlip())
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{
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_driver.GetAttachedBlip().Delete();
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}
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// check if the vehicle is near any of the path's collector waypoints
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var nearestCollectorWaypoint = _path.Waypoints.Where(wp => wp.IsCollector && _vehicle.DistanceTo2D(wp.Position) <= wp.CollectorRadius * 2).FirstOrDefault();
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if (nearestCollectorWaypoint != null)
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{
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while (nearestCollectorWaypoint != null && _vehicle && _driver && _vehicle.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius * 2.5)
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{
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//Game.LogTrivial($"{_vehicle.Model.Name} is too close to the collector to be fully dismissed.");
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GameFiber.Yield();
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}
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}
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if (!_vehicle || !_driver)
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{
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return;
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}
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VehicleCollector.collectedVehicles.Remove(this);
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Game.LogTrivial($"{_vehicle.Model.Name} dismissed successfully.");
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_driver.BlockPermanentEvents = false;
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_driver.Dismiss();
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_vehicle.IsSirenOn = false;
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_vehicle.IsSirenSilent = true;
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_vehicle.Dismiss();
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});
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}
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}
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}
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