mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 23:50:29 +01:00
* Mouse can now be used to fully navigate menus * Added check for driver's current vehicle when releasing from Stop waypoint in case the ped is not in a vehicle. * Lines are now only drawn between waypoint markers under the same conditions that waypoint markers are drawn * Updated marker position to be player's mouse position * Version update * Added logic to update waypoint position during driving task if the waypoint position was changed before the driver arrived. * Removed unused usings. Refactored debug statements to use Game.LogTrivial instead of Logger.Log * Removed class * Removed Logger class * Consolidated all custom enums to this class. Added default waypoint settings from .ini * Modified a hint message * Fixed collector options not being enabled/disabled when Collector box is checked * Refactored AITasking into CollectedVehicle. * Updated reference to vehicle tasking based on AITasking refactor. Fixed speed zone radius not updating correctly. * Version update * Refactored AITasking into CollectedVehicle * Added check for CollectorRadius being more than SpeedZoneRadius. Added debug messages when values are reset to default. * Added hint message if player tries to edit waypoints while 3D waypoints are disabled * Fixed a bug where a 3D waypoint marker would be drawn even if 3D waypoints were disabled * Removed unnecessary property setting when a vehicle is being removed from a path. * Added a check for if the driver loses their task and reassigns it. * Fixed a bug where the 3D line between waypoints was still being drawn even though 3D waypoints were disabled in the settings menu. * Updated version * Added console command to show info about collected vehicles. * Added ConsoleCommand class, removed AITasking class. * Removed class after refactoring into CollectedVehicle * Update README.md * Update README.md * Added ini setting for Advanced Barrier Options. Added enum for TrafficLight state. Added debug message for invalid barriers. * Updated version * Added MousePositionInWorld and RNUIMouseInputHandler classes * Fixed a crash when a collected ped is arrested. * Refactored to implement RNUIMouseInputHandler class. * Removed unused method. * Updated version * Disabled deletion/creation of shadow barrier and re-enabled updating position based on mouse position. * Added check for Driver's current vehicle in driving loop in case the Driver exited Vehicle at some point. Adjusted some guard clause logic and log messages. * Removed unused variable * Renamed some methods to improve clarity * Updated version.
101 lines
3.5 KiB
C#
101 lines
3.5 KiB
C#
using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Windows.Forms;
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using Rage;
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using RAGENativeUI;
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using RAGENativeUI.Elements;
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namespace SceneManager
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{
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class EditPathMenu
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{
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internal static UIMenu editPathMenu = new UIMenu("Scene Manager", "~o~Edit Path");
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private static UIMenuItem editPathWaypoints, deletePath;
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internal static UIMenuCheckboxItem disablePath;
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internal static void InstantiateMenu()
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{
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editPathMenu.ParentMenu = PathMainMenu.pathMainMenu;
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MenuManager.menuPool.Add(editPathMenu);
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editPathMenu.OnItemSelect += EditPath_OnItemSelected;
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editPathMenu.OnCheckboxChange += EditPath_OnCheckboxChange;
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editPathMenu.OnMenuOpen += EditPath_OnMenuOpen;
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}
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internal static void BuildEditPathMenu()
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{
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editPathMenu.AddItem(disablePath = new UIMenuCheckboxItem("Disable Path", false));
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editPathMenu.AddItem(editPathWaypoints = new UIMenuItem("Edit Waypoints"));
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editPathWaypoints.ForeColor = Color.Gold;
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editPathMenu.AddItem(deletePath = new UIMenuItem("Delete Path"));
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deletePath.ForeColor = Color.Gold;
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editPathMenu.RefreshIndex();
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}
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private static void EditPathWaypoints()
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{
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if (!SettingsMenu.threeDWaypoints.Checked)
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{
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Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~You have 3D waypoints disabled in your settings. It's recommended to enable 3D waypoints while working with waypoints.");
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}
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EditWaypointMenu.BuildEditWaypointMenu();
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}
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private static void DeletePath()
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{
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var currentPath = PathMainMenu.paths[PathMainMenu.editPath.Index];
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PathMainMenu.DeletePath(currentPath, PathMainMenu.Delete.Single);
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}
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private static void DisablePath()
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{
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var currentPath = PathMainMenu.paths[PathMainMenu.editPath.Index];
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if (disablePath.Checked)
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{
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currentPath.DisablePath();
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Game.LogTrivial($"Path {currentPath.Number} disabled.");
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}
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else
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{
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currentPath.EnablePath();
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Game.LogTrivial($"Path {currentPath.Number} enabled.");
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}
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}
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private static void EditPath_OnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index)
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{
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if (selectedItem == editPathWaypoints)
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{
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EditPathWaypoints();
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}
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if (selectedItem == deletePath)
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{
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DeletePath();
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}
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}
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private static void EditPath_OnCheckboxChange(UIMenu sender, UIMenuCheckboxItem checkboxItem, bool @checked)
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{
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if (checkboxItem == disablePath)
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{
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DisablePath();
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}
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}
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private static void EditPath_OnMenuOpen(UIMenu menu)
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{
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var scrollerItems = new List<UIMenuScrollerItem> { };
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var checkboxItems = new Dictionary<UIMenuCheckboxItem, RNUIMouseInputHandler.Function>() { { disablePath, DisablePath } };
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var selectItems = new Dictionary<UIMenuItem, RNUIMouseInputHandler.Function>()
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{
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{ editPathWaypoints, EditPathWaypoints },
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{ deletePath, DeletePath }
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};
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RNUIMouseInputHandler.Initialize(menu, scrollerItems, checkboxItems, selectItems);
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}
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}
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}
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