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Scene-Manager-DevRepo/SceneManager/Menus/BarrierMenu.cs

273 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using Rage;
using RAGENativeUI;
using RAGENativeUI.Elements;
namespace SceneManager
{
class BarrierMenu
{
internal static UIMenu barrierMenu = new UIMenu("Scene Manager", "~o~Barrier Management");
internal static List<Barrier> barriers = new List<Barrier>();
private static UIMenuListScrollerItem<string> barrierList = new UIMenuListScrollerItem<string>("Spawn Barrier", "", Settings.barrierKeys);
private static UIMenuNumericScrollerItem<int> rotateBarrier = new UIMenuNumericScrollerItem<int>("Rotate Barrier", "", 0, 350, 10);
private static UIMenuListScrollerItem<string> removeBarrierOptions = new UIMenuListScrollerItem<string>("Remove Barrier", "", new[] { "Last Barrier", "Nearest Barrier", "All Barriers" });
private static UIMenuItem resetBarriers = new UIMenuItem("Reset Barriers", "Reset all spawned barriers to their original position and rotation");
internal static Rage.Object shadowBarrier;
internal static void InstantiateMenu()
{
barrierMenu.ParentMenu = MainMenu.mainMenu;
MenuManager.menuPool.Add(barrierMenu);
}
internal static void BuildBarrierMenu()
{
barrierMenu.AddItem(resetBarriers);
resetBarriers.ForeColor = Color.Gold;
resetBarriers.Enabled = false;
barrierMenu.AddItem(removeBarrierOptions, 0);
removeBarrierOptions.ForeColor = Color.Gold;
removeBarrierOptions.Enabled = false;
barrierMenu.AddItem(rotateBarrier, 0);
barrierMenu.AddItem(barrierList, 0);
barrierList.ForeColor = Color.Gold;
barrierMenu.OnItemSelect += BarrierMenu_OnItemSelected;
barrierMenu.OnScrollerChange += BarrierMenu_OnScrollerChange;
}
internal static void CreateShadowBarrier(UIMenu barrierMenu)
{
Hints.Display($"~o~Scene Manager\n~y~[Hint]~y~ ~w~The shadow cone will disappear if you aim too far away.");
if (shadowBarrier)
shadowBarrier.Delete();
shadowBarrier = new Rage.Object(Settings.barrierValues[barrierList.Index], TracePlayerView(Settings.BarrierPlacementDistance, TraceFlags.IntersectWorld).HitPosition, rotateBarrier.Value);
Rage.Native.NativeFunction.Natives.PLACE_OBJECT_ON_GROUND_PROPERLY(shadowBarrier);
shadowBarrier.IsGravityDisabled = true;
shadowBarrier.IsCollisionEnabled = false;
shadowBarrier.Opacity = 0.7f;
GameFiber ShadowConeLoopFiber = new GameFiber(() => LoopToDisplayShadowBarrier());
ShadowConeLoopFiber.Start();
void LoopToDisplayShadowBarrier()
{
while (barrierMenu.Visible && shadowBarrier)
{
if (barrierList.Selected || rotateBarrier.Selected)
{
shadowBarrier.IsVisible = true;
UpdateShadowBarrierPosition();
}
else
{
shadowBarrier.IsVisible = false;
}
GameFiber.Yield();
}
if (shadowBarrier)
shadowBarrier.Delete();
void UpdateShadowBarrierPosition()
{
DisableBarrierMenuOptionsIfShadowConeTooFar();
shadowBarrier.SetPositionWithSnap(TracePlayerView(Settings.BarrierPlacementDistance, TraceFlags.IntersectWorld).HitPosition);
void DisableBarrierMenuOptionsIfShadowConeTooFar()
{
if (shadowBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) > Settings.BarrierPlacementDistance)
{
barrierList.Enabled = false;
rotateBarrier.Enabled = false;
}
else if (shadowBarrier.Position.DistanceTo2D(Game.LocalPlayer.Character.Position) <= Settings.BarrierPlacementDistance && barrierList.SelectedItem == "Flare")
{
barrierList.Enabled = true;
rotateBarrier.Enabled = false;
}
else
{
barrierList.Enabled = true;
rotateBarrier.Enabled = true;
}
}
}
}
//------------ CREDIT PNWPARKS FOR THESE FUNCTIONS ------------\\
// Implement Parks's 'Get Point Player is Looking At' script for better placement in 3rd person https://bitbucket.org/snippets/gtaparks/MeBKxX
HitResult TracePlayerView(float maxTraceDistance = 30f, TraceFlags flags = TraceFlags.IntersectWorld) => TracePlayerView2(out Vector3 v1, out Vector3 v2, maxTraceDistance, flags);
HitResult TracePlayerView2(out Vector3 start, out Vector3 end, float maxTraceDistance, TraceFlags flags)
{
Vector3 direction = GetPlayerLookingDirection(out start);
end = start + (maxTraceDistance * direction);
var barrierObjects = barriers.Where(b => b.Object).Select(b => b.Object).ToArray();
return World.TraceLine(start, end, flags, barrierObjects);
}
Vector3 GetPlayerLookingDirection(out Vector3 camPosition)
{
if (Camera.RenderingCamera)
{
camPosition = Camera.RenderingCamera.Position;
return Camera.RenderingCamera.Direction;
}
else
{
float pitch = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_PITCH<float>();
float heading = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_HEADING<float>();
camPosition = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_COORD<Vector3>();
return (Game.LocalPlayer.Character.Rotation + new Rotator(pitch, 0, heading)).ToVector().ToNormalized();
}
}
//------------ CREDIT PNWPARKS FOR THESE FUNCTIONS ------------\\
}
private static void BarrierMenu_OnScrollerChange(UIMenu sender, UIMenuScrollerItem scrollerItem, int oldIndex, int newIndex)
{
if (scrollerItem == barrierList)
{
CreateShadowBarrier(barrierMenu);
if(barrierList.SelectedItem == "Flare")
{
rotateBarrier.Enabled = false;
}
else
{
rotateBarrier.Enabled = true;
}
}
if (scrollerItem == rotateBarrier)
{
shadowBarrier.Heading = rotateBarrier.Value;
}
}
private static void BarrierMenu_OnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index)
{
if (selectedItem == barrierList as UIMenuItem)
{
// Attach some invisible object to the cone which the AI try to drive around
// Barrier rotates with cone and becomes invisible similar to ASC when created
if(barrierList.SelectedItem == "Flare")
{
SpawnFlare();
}
else
{
SpawnBarrier();
}
}
if (selectedItem == removeBarrierOptions as UIMenuItem)
{
RemoveBarrier();
}
if (selectedItem == resetBarriers)
{
var currentBarriers = barriers.Where(b => b.Model.Name != "0xa2c44e80").ToList(); // 0xa2c44e80 is the flare weapon hash
foreach (Barrier barrier in currentBarriers)
{
var newBarrier = new Rage.Object(barrier.Model, barrier.Position, barrier.Rotation);
newBarrier.SetPositionWithSnap(barrier.Position);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(newBarrier, true);
newBarrier.IsPositionFrozen = false;
Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(newBarrier, true);
barriers.Add(new Barrier(newBarrier, newBarrier.Position, newBarrier.Heading));
if (barrier.Object)
{
barrier.Object.Delete();
}
barriers.Remove(barrier);
}
currentBarriers.Clear();
}
void SpawnBarrier()
{
var barrier = new Rage.Object(shadowBarrier.Model, shadowBarrier.Position, rotateBarrier.Value);
barrier.SetPositionWithSnap(shadowBarrier.Position);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(barrier, true);
barrier.IsPositionFrozen = false;
Rage.Native.NativeFunction.Natives.SET_DISABLE_FRAG_DAMAGE(barrier, true);
barriers.Add(new Barrier(barrier, barrier.Position, barrier.Heading));
removeBarrierOptions.Enabled = true;
resetBarriers.Enabled = true;
}
void SpawnFlare()
{
var flare = new Weapon("weapon_flare", shadowBarrier.Position, 1);
Rage.Native.NativeFunction.Natives.SET_ENTITY_DYNAMIC(flare, true);
GameFiber.StartNew(() =>
{
while (flare && flare.HeightAboveGround > 0.05f)
{
GameFiber.Yield();
}
GameFiber.Sleep(1000);
if (flare)
{
flare.IsPositionFrozen = true;
}
});
barriers.Add(new Barrier(flare, flare.Position, flare.Heading));
removeBarrierOptions.Enabled = true;
}
void RemoveBarrier()
{
switch (removeBarrierOptions.Index)
{
case 0:
barriers[barriers.Count - 1].Object.Delete();
barriers.RemoveAt(barriers.Count - 1);
break;
case 1:
var nearestBarrier = barriers.OrderBy(b => b.Object.DistanceTo2D(Game.LocalPlayer.Character)).FirstOrDefault();
if(nearestBarrier != null)
{
nearestBarrier.Object.Delete();
barriers.Remove(nearestBarrier);
}
break;
case 2:
foreach (Barrier b in barriers.Where(b => b.Object))
{
b.Object.Delete();
}
if (barriers.Count > 0)
{
barriers.Clear();
}
break;
}
removeBarrierOptions.Enabled = barriers.Count == 0 ? false : true;
resetBarriers.Enabled = barriers.Count == 0 ? false : true;
}
}
}
}