mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
280 lines
14 KiB
C#
280 lines
14 KiB
C#
using Rage;
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using SceneManager.Menus;
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using SceneManager.Paths;
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using SceneManager.Utils;
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using SceneManager.Waypoints;
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using System.Collections.Generic;
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using System.Linq;
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namespace SceneManager.Managers
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{
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internal class PathManager
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{
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internal static List<Path> Paths { get; } = new List<Path>(10);
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internal static Path ImportPath(Path importedPath)
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{
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importedPath.State = State.Creating;
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var firstVacantIndex = Paths.IndexOf(Paths.FirstOrDefault(x => x.State == State.Uninitialized)) + 1; // != State.Creating
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if (firstVacantIndex < 0)
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{
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firstVacantIndex = 0;
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}
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var pathNumber = firstVacantIndex + 1;
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importedPath.Number = pathNumber;
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Paths.Insert(firstVacantIndex, importedPath);
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Game.LogTrivial($"Importing path {importedPath.Number} at Paths index {firstVacantIndex}");
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Game.DisplayNotification($"~o~Scene Manager ~y~[Importing]\n~w~Path {importedPath.Number} import started.");
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return importedPath;
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}
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internal static void ExportPath()
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{
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var currentPath = Paths[PathMainMenu.EditPath.Index];
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// Reference PNWParks's UserInput class from LiveLights
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var filename = UserInput.PromptPlayerForFileName("Type the name you would like to save your file as", "Enter a filename", 100) + ".xml";
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// If filename != null or empty, check if export directory exists (GTA V/Plugins/SceneManager/Saved Paths)
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if (string.IsNullOrWhiteSpace(filename))
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{
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Game.DisplayHelp($"Invalid filename given. Filename cannot be null, empty, or consist of just white spaces.");
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Game.LogTrivial($"Invalid filename given. Filename cannot be null, empty, or consist of just white spaces.");
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return;
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}
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Game.LogTrivial($"Filename: {filename}");
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currentPath.Save(filename);
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currentPath.Name = filename.Remove(filename.Length - 4);
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Game.LogTrivial($"Path name: {currentPath.Name}");
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Game.LogTrivial($"Exporting path {currentPath.Number}");
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Game.DisplayNotification($"~o~Scene Manager ~y~[Exporting]\n~w~Path {currentPath.Number} exported.");
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Settings.ImportPaths();
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PathMainMenu.ImportPath.Enabled = true;
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ImportPathMenu.BuildImportMenu();
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PathMainMenu.Build();
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PathMainMenu.Menu.Visible = true;
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}
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internal static Path InitializeNewPath()
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{
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PathCreationMenu.PathCreationState = State.Creating;
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var firstVacantIndex = Paths.IndexOf(Paths.FirstOrDefault(x => x.State != State.Creating)) + 1;
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if(firstVacantIndex < 0)
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{
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firstVacantIndex = 0;
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}
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var pathNumber = firstVacantIndex + 1;
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Path newPath = new Path(pathNumber, State.Creating);
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Paths.Insert(firstVacantIndex, newPath);
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Game.LogTrivial($"Creating path {newPath.Number} at Paths index {firstVacantIndex}");
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Game.DisplayNotification($"~o~Scene Manager ~y~[Creating]\n~w~Path {newPath.Number} started.");
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PathCreationMenu.RemoveLastWaypoint.Enabled = false;
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PathCreationMenu.EndPathCreation.Enabled = false;
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return newPath;
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}
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internal static void AddWaypoint(Path currentPath)
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{
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var waypointNumber = currentPath.Waypoints.Count + 1;
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DrivingFlagType drivingFlag = PathCreationMenu.DirectWaypoint.Checked ? DrivingFlagType.Direct : DrivingFlagType.Normal;
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Waypoint newWaypoint;
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if (PathCreationMenu.CollectorWaypoint.Checked)
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{
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newWaypoint = new Waypoint(currentPath, waypointNumber, UserInput.PlayerMousePosition, ConvertDriveSpeedForWaypoint(PathCreationMenu.WaypointSpeed.Value), drivingFlag, PathCreationMenu.StopWaypoint.Checked, true, PathCreationMenu.CollectorRadius.Value, PathCreationMenu.SpeedZoneRadius.Value);
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}
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else
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{
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newWaypoint = new Waypoint(currentPath, waypointNumber, UserInput.PlayerMousePosition, ConvertDriveSpeedForWaypoint(PathCreationMenu.WaypointSpeed.Value), drivingFlag, PathCreationMenu.StopWaypoint.Checked);
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}
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currentPath.Waypoints.Add(newWaypoint);
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Game.LogTrivial($"Path {currentPath.Number} Waypoint {waypointNumber} added [Driving style: {drivingFlag} | Stop waypoint: {newWaypoint.IsStopWaypoint} | Speed: {newWaypoint.Speed} | Collector: {newWaypoint.IsCollector}]");
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if(currentPath.Waypoints.Count == 1)
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{
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PathMainMenu.CreateNewPath.Text = $"Continue Creating Path {currentPath.Number}";
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}
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}
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internal static void AddNewEditWaypoint(Path currentPath)
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{
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DrivingFlagType drivingFlag = EditWaypointMenu.DirectWaypointBehavior.Checked ? DrivingFlagType.Direct : DrivingFlagType.Normal;
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if (EditWaypointMenu.CollectorWaypoint.Checked)
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{
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currentPath.Waypoints.Add(new Waypoint(currentPath, currentPath.Waypoints.Last().Number + 1, UserInput.PlayerMousePosition, ConvertDriveSpeedForWaypoint(EditWaypointMenu.ChangeWaypointSpeed.Value), drivingFlag, EditWaypointMenu.StopWaypointType.Checked, true, EditWaypointMenu.ChangeCollectorRadius.Value, EditWaypointMenu.ChangeSpeedZoneRadius.Value));
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}
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else
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{
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currentPath.Waypoints.Add(new Waypoint(currentPath, currentPath.Waypoints.Last().Number + 1, UserInput.PlayerMousePosition, ConvertDriveSpeedForWaypoint(EditWaypointMenu.ChangeWaypointSpeed.Value), drivingFlag, EditWaypointMenu.StopWaypointType.Checked));
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}
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Game.LogTrivial($"New waypoint (#{currentPath.Waypoints.Last().Number}) added.");
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}
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internal static void UpdateWaypoint()
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{
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//var currentPath = Paths[PathMainMenu.EditPath.Index];
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var currentPath = Paths.FirstOrDefault(x => x.Name == PathMainMenu.EditPath.OptionText);
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var currentWaypoint = currentPath.Waypoints[EditWaypointMenu.EditWaypoint.Index];
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DrivingFlagType drivingFlag = EditWaypointMenu.DirectWaypointBehavior.Checked ? DrivingFlagType.Direct : DrivingFlagType.Normal;
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if (currentPath.Waypoints.Count == 1)
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{
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currentWaypoint.UpdateWaypoint(currentWaypoint, UserInput.PlayerMousePosition, drivingFlag, EditWaypointMenu.StopWaypointType.Checked, ConvertDriveSpeedForWaypoint(EditWaypointMenu.ChangeWaypointSpeed.Value), true, EditWaypointMenu.ChangeCollectorRadius.Value, EditWaypointMenu.ChangeSpeedZoneRadius.Value, EditWaypointMenu.UpdateWaypointPosition.Checked);
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}
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else
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{
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currentWaypoint.UpdateWaypoint(currentWaypoint, UserInput.PlayerMousePosition, drivingFlag, EditWaypointMenu.StopWaypointType.Checked, ConvertDriveSpeedForWaypoint(EditWaypointMenu.ChangeWaypointSpeed.Value), EditWaypointMenu.CollectorWaypoint.Checked, EditWaypointMenu.ChangeCollectorRadius.Value, EditWaypointMenu.ChangeSpeedZoneRadius.Value, EditWaypointMenu.UpdateWaypointPosition.Checked);
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}
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Game.LogTrivial($"Path {currentPath.Number} Waypoint {currentWaypoint.Number} updated [Driving style: {drivingFlag} | Stop waypoint: {EditWaypointMenu.StopWaypointType.Checked} | Speed: {EditWaypointMenu.ChangeWaypointSpeed.Value} | Collector: {currentWaypoint.IsCollector}]");
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EditWaypointMenu.UpdateWaypointPosition.Checked = false;
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Game.DisplayNotification($"~o~Scene Manager ~g~[Success]~w~\nWaypoint {currentWaypoint.Number} updated.");
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}
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private static float ConvertDriveSpeedForWaypoint(float speed)
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{
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float convertedSpeed = SettingsMenu.SpeedUnits.SelectedItem == SpeedUnits.MPH
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? MathHelper.ConvertMilesPerHourToMetersPerSecond(speed)
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: MathHelper.ConvertKilometersPerHourToMetersPerSecond(speed);
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return convertedSpeed;
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}
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internal static void RemoveWaypoint(Path currentPath)
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{
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Waypoint lastWaypoint = currentPath.Waypoints.Last();
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lastWaypoint.Delete();
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currentPath.Waypoints.Remove(lastWaypoint);
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}
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internal static void RemoveEditWaypoint(Path currentPath)
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{
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var currentWaypoint = currentPath.Waypoints[EditWaypointMenu.EditWaypoint.Index];
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if (currentPath.Waypoints.Count == 1)
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{
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Game.LogTrivial($"Deleting the last waypoint from the path.");
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currentPath.Delete();
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Paths.Remove(currentPath);
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PathMainMenu.Build();
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EditWaypointMenu.Menu.Visible = false;
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PathMainMenu.Menu.Visible = true;
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return;
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}
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currentWaypoint.Delete();
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currentPath.Waypoints.Remove(currentWaypoint);
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Game.LogTrivial($"[Path {currentPath.Number}] Waypoint {currentWaypoint.Number} ({currentWaypoint.DrivingFlagType}) removed");
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currentPath.Waypoints.ForEach(x => x.Number = currentPath.Waypoints.IndexOf(x) + 1);
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DefaultWaypointToCollector(currentPath);
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}
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private static void DefaultWaypointToCollector(Path currentPath)
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{
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if (currentPath.Waypoints.Count == 1)
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{
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DrivingFlagType drivingFlag = EditWaypointMenu.DirectWaypointBehavior.Checked ? DrivingFlagType.Direct : DrivingFlagType.Normal;
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Hints.Display($"~o~Scene Manager ~y~[Hint]~w~\nYour path's first waypoint ~b~must~w~ be a collector. If it's not, it will automatically be made into one.");
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Game.LogTrivial($"The path only has 1 waypoint left, this waypoint must be a collector.");
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currentPath.Waypoints[0].UpdateWaypoint(currentPath.Waypoints.First(), UserInput.PlayerMousePosition, drivingFlag, EditWaypointMenu.StopWaypointType.Checked, ConvertDriveSpeedForWaypoint(EditWaypointMenu.ChangeWaypointSpeed.Value), true, EditWaypointMenu.ChangeCollectorRadius.Value, EditWaypointMenu.ChangeSpeedZoneRadius.Value, EditWaypointMenu.UpdateWaypointPosition.Checked);
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EditWaypointMenu.CollectorWaypoint.Checked = true;
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EditWaypointMenu.ChangeCollectorRadius.Enabled = true;
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EditWaypointMenu.ChangeSpeedZoneRadius.Enabled = true;
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}
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}
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internal static void EndPath(Path currentPath)
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{
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Game.LogTrivial($"[Path Creation] Path {currentPath.Number} finished with {currentPath.Waypoints.Count} waypoints.");
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Game.DisplayNotification($"~o~Scene Manager ~g~[Success]\n~w~Path {currentPath.Number} complete.");
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currentPath.State = State.Finished;
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currentPath.IsEnabled = true;
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currentPath.Waypoints.ForEach(x => x.EnableBlip());
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GameFiber.StartNew(() => currentPath.LoopForVehiclesToBeDismissed(), "Vehicle Cleanup Loop Fiber");
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GameFiber.StartNew(() => currentPath.LoopWaypointCollection(), "Waypoint Collection Loop Fiber");
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PathMainMenu.CreateNewPath.Text = "Create New Path";
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PathMainMenu.Build();
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PathMainMenu.Menu.Visible = true;
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MainMenu.BuildMainMenu();
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DriverMenu.Build();
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PathCreationMenu.BuildPathCreationMenu();
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BarrierMenu.BuildMenu();
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}
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internal static void TogglePathCreationMenuItems(Path currentPath)
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{
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if(currentPath.Waypoints.Count == 1)
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{
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PathCreationMenu.CollectorWaypoint.Enabled = true;
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PathCreationMenu.CollectorWaypoint.Checked = false;
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PathCreationMenu.RemoveLastWaypoint.Enabled = true;
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PathCreationMenu.EndPathCreation.Enabled = true;
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}
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if (currentPath.Waypoints.Count < 1)
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{
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PathCreationMenu.CollectorWaypoint.Enabled = false;
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PathCreationMenu.CollectorWaypoint.Checked = true;
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PathCreationMenu.RemoveLastWaypoint.Enabled = false;
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PathCreationMenu.EndPathCreation.Enabled = false;
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}
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if (PathCreationMenu.CollectorWaypoint.Checked)
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{
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PathCreationMenu.CollectorRadius.Enabled = true;
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PathCreationMenu.SpeedZoneRadius.Enabled = true;
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}
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else
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{
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PathCreationMenu.CollectorRadius.Enabled = false;
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PathCreationMenu.SpeedZoneRadius.Enabled = false;
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}
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}
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internal static void ToggleBlips(bool enabled)
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{
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if (enabled)
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{
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Paths.SelectMany(x => x.Waypoints).ToList().ForEach(x => x.EnableBlip());
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}
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else
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{
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Paths.SelectMany(x => x.Waypoints).ToList().ForEach(x => x.DisableBlip());
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}
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}
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internal static void ToggleAllPaths(bool disable)
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{
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if (disable)
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{
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Paths.ForEach(x => x.DisablePath());
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Game.LogTrivial($"All paths disabled.");
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}
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else
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{
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Paths.ForEach(x => x.EnablePath());
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Game.LogTrivial($"All paths enabled.");
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}
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}
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internal static void DeleteAllPaths()
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{
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Paths.ForEach(x => x.Delete());
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Paths.Clear();
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Game.LogTrivial($"All paths deleted");
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Game.DisplayNotification($"~o~Scene Manager\n~w~All paths deleted.");
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MainMenu.BuildMainMenu();
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}
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}
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}
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