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Scene-Manager-DevRepo/SceneManager/EntryPoint.cs

81 lines
3.2 KiB
C#

using System;
using System.Linq;
using System.Reflection;
using System.Windows.Forms;
using Rage;
[assembly: Rage.Attributes.Plugin("Scene Manager [Release Candidate]", Author = "Rich", Description = "Manage your scenes with custom AI traffic pathing and cone placement.")]
namespace SceneManager
{
public class EntryPoint
{
public 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($"~o~Scene Manager\n~y~[Hint]~w~ To open the menu, press the ~b~{Settings.ModifierKey} ~w~+ ~b~{Settings.ToggleKey} keys ~w~or ~b~{Settings.ModifierButton} ~w~+ ~b~{Settings.ToggleButton} buttons");
}
}
private static void MyTerminationHandler(object sender, EventArgs e)
{
// Clean up paths
for (int i = 0; i < PathMainMenu.GetPaths().Count; i++)
{
PathMainMenu.DeletePath(PathMainMenu.GetPaths()[i], PathMainMenu.Delete.All);
}
// Clean up cones
foreach (Barrier barrier in BarrierMenu.barriers.Where(b => b.Object))
{
barrier.Object.Delete();
}
if (BarrierMenu.shadowBarrier)
{
BarrierMenu.shadowBarrier.Delete();
}
// Clear everything
BarrierMenu.barriers.Clear();
VehicleCollector.collectedVehicles.Clear();
PathMainMenu.GetPaths().Clear();
Logger.Log($"Plugin has shut down.");
Game.DisplayNotification($"~o~Scene Manager\n~r~[Notice]~w~ The plugin has shut down.");
}
}
}