mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
141 lines
8.4 KiB
C#
141 lines
8.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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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 EditWaypointMenu
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{
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#pragma warning disable CS0618 // Type or member is obsolete, clear NUI squiggles
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private static UIMenuItem editUpdateWaypoint, editRemoveWaypoint;
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private static UIMenuListItem editWaypoint, changeWaypointType, changeWaypointSpeed, changeCollectorRadius;
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private static UIMenuCheckboxItem collectorWaypoint, updateWaypointPosition;
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private static List<dynamic> pathWaypoints = new List<dynamic>() { };
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private static List<dynamic> waypointSpeeds = new List<dynamic>() { 5f, 10f, 15f, 20f, 30f, 40f, 50f, 60f, 70f };
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private static List<dynamic> waypointTypes = new List<dynamic>() { "Drive To", "Stop" };
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private static List<dynamic> collectorRadii = new List<dynamic>() { 3f, 5f, 10f, 15f, 20f, 30f, 40f, 50f };
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private static VehicleDrivingFlags[] drivingFlags = new VehicleDrivingFlags[] { VehicleDrivingFlags.Normal, VehicleDrivingFlags.StopAtDestination };
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public static void BuildEditWaypointMenu()
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{
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// Need to unsubscribe from these or else there will be duplicate firings if the user left the menu, then re-entered
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MenuManager.editWaypointMenu.OnItemSelect -= EditWaypoint_OnItemSelected;
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MenuManager.editWaypointMenu.OnListChange -= EditWaypoint_OnListChanged;
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var currentPath = TrafficMenu.paths[TrafficMenu.editPath.Index];
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// Populating menu list so user can select which waypoint to edit by index
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pathWaypoints.Clear();
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for (int i = 0; i < currentPath.Waypoints.Count; i++)
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{
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pathWaypoints.Add(i + 1);
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}
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MenuManager.editWaypointMenu.Clear();
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MenuManager.editWaypointMenu.AddItem(editWaypoint = new UIMenuListItem("Edit Waypoint", pathWaypoints, 0));
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MenuManager.editWaypointMenu.AddItem(changeWaypointType = new UIMenuListItem("Change Waypoint Type", waypointTypes, Array.IndexOf(drivingFlags, currentPath.Waypoints[editWaypoint.Index].DrivingFlag)));
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MenuManager.editWaypointMenu.AddItem(changeWaypointSpeed = new UIMenuListItem("Change Waypoint Speed", waypointSpeeds, waypointSpeeds.IndexOf(currentPath.Waypoints[editWaypoint.Index].Speed)));
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MenuManager.editWaypointMenu.AddItem(collectorWaypoint = new UIMenuCheckboxItem("Collector Waypoint", TrafficMenu.paths[TrafficMenu.editPath.Index].Waypoints[editWaypoint.Index].Collector));
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MenuManager.editWaypointMenu.AddItem(changeCollectorRadius = new UIMenuListItem("Change Collection Radius", collectorRadii, collectorRadii.IndexOf(currentPath.Waypoints[editWaypoint.Index].CollectorRadius)));
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MenuManager.editWaypointMenu.AddItem(updateWaypointPosition = new UIMenuCheckboxItem("Update Waypoint Position", false));
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MenuManager.editWaypointMenu.AddItem(editUpdateWaypoint = new UIMenuItem("Update Waypoint"));
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MenuManager.editWaypointMenu.AddItem(editRemoveWaypoint = new UIMenuItem("Remove Waypoint"));
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MenuManager.editPathMenu.Visible = false;
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MenuManager.editWaypointMenu.RefreshIndex();
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MenuManager.editWaypointMenu.Visible = true;
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MenuManager.editWaypointMenu.OnItemSelect += EditWaypoint_OnItemSelected;
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MenuManager.editWaypointMenu.OnListChange += EditWaypoint_OnListChanged;
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}
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private static void EditWaypoint_OnListChanged(UIMenu sender, UIMenuListItem listItem, int index)
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{
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var currentPath = TrafficMenu.paths[TrafficMenu.editPath.Index];
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var currentWaypoint = currentPath.Waypoints[editWaypoint.Index];
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if (listItem == editWaypoint)
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{
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while (MenuManager.editWaypointMenu.MenuItems.Count > 1)
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{
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MenuManager.editWaypointMenu.RemoveItemAt(1);
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GameFiber.Yield();
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}
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MenuManager.editWaypointMenu.AddItem(changeWaypointType = new UIMenuListItem("Change Waypoint Type", waypointTypes, Array.IndexOf(drivingFlags, currentWaypoint.DrivingFlag)));
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MenuManager.editWaypointMenu.AddItem(changeWaypointSpeed = new UIMenuListItem("Change Waypoint Speed", waypointSpeeds, waypointSpeeds.IndexOf(currentWaypoint.Speed)));
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MenuManager.editWaypointMenu.AddItem(collectorWaypoint = new UIMenuCheckboxItem("Attractor Waypoint", currentWaypoint.Collector));
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MenuManager.editWaypointMenu.AddItem(changeCollectorRadius = new UIMenuListItem("Change Collection Radius", collectorRadii, collectorRadii.IndexOf(currentPath.Waypoints[editWaypoint.Index].CollectorRadius)));
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MenuManager.editWaypointMenu.AddItem(updateWaypointPosition = new UIMenuCheckboxItem("Update Waypoint Position", false));
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MenuManager.editWaypointMenu.AddItem(editUpdateWaypoint = new UIMenuItem("Update Waypoint"));
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MenuManager.editWaypointMenu.AddItem(editRemoveWaypoint = new UIMenuItem("Remove Waypoint"));
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MenuManager.editWaypointMenu.RefreshIndex();
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}
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}
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private static void EditWaypoint_OnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index)
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{
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var currentPath = TrafficMenu.paths[TrafficMenu.editPath.Index];
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var currentWaypoint = currentPath.Waypoints[editWaypoint.Index];
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if (selectedItem == editUpdateWaypoint)
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{
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currentWaypoint.UpdateWaypoint(currentWaypoint, drivingFlags[changeWaypointType.Index], waypointSpeeds[changeWaypointSpeed.Index], collectorWaypoint.Checked, collectorRadii[changeCollectorRadius.Index], updateWaypointPosition.Checked);
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Game.LogTrivial($"Updated path {currentPath.PathNum} waypoint {currentWaypoint.Number}: Driving flag is {drivingFlags[changeWaypointType.Index].ToString()}, speed is {waypointSpeeds[changeWaypointSpeed.Index].ToString()}, collector is {currentWaypoint.Collector}");
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if (currentPath.Waypoints.Count < 2 && currentPath.Waypoints[0].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
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{
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Game.LogTrivial($"The remaining waypoint was updated to be a stop waypoint. Enabling/disabling the path is no longer locked.");
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EditPathMenu.togglePath.Enabled = true;
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}
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Game.DisplayNotification($"~o~Scene Manager\n~g~[Success]~w~ Waypoint {currentWaypoint.Number} updated.");
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}
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if (selectedItem == editRemoveWaypoint)
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{
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Game.LogTrivial($"[Path {currentPath.PathNum}] Waypoint {currentWaypoint.Number} ({currentWaypoint.DrivingFlag}) removed");
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if (currentPath.Waypoints.Count == 1)
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{
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Game.LogTrivial($"Deleting the last waypoint from the path.");
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TrafficMenu.DeletePath(currentPath, currentPath.PathNum - 1, "Single");
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MenuManager.editWaypointMenu.Visible = false;
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MenuManager.pathMenu.Visible = true;
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}
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else
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{
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currentWaypoint.Blip.Delete();
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if (currentWaypoint.CollectorRadiusBlip)
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{
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currentWaypoint.CollectorRadiusBlip.Delete();
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}
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currentPath.Waypoints.Remove(currentWaypoint);
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pathWaypoints.RemoveAt(editWaypoint.Index);
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foreach (Waypoint wp in currentPath.Waypoints)
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{
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wp.UpdateWaypointNumber(currentPath.Waypoints.IndexOf(wp) + 1);
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Game.LogTrivial($"Waypoint at index {currentPath.Waypoints.IndexOf(wp)} is now waypoint #{wp.Number}");
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}
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BuildEditWaypointMenu();
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if (currentPath.Waypoints.Count == 1 && currentPath.Waypoints[0].DrivingFlag != VehicleDrivingFlags.StopAtDestination)
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{
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Game.LogTrivial($"The path only has 1 waypoint left, and the waypoint is not a stop waypoint. Disabling the path.");
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currentPath.DisablePath();
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EditPathMenu.togglePath.Checked = true;
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EditPathMenu.togglePath.Enabled = false;
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}
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}
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}
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}
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}
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}
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