mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-12 16:10:29 +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.
67 lines
2.4 KiB
C#
67 lines
2.4 KiB
C#
using Rage;
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using RAGENativeUI;
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using RAGENativeUI.Elements;
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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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namespace SceneManager
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{
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class MainMenu
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{
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public static UIMenu mainMenu { get; private set; }
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private static UIMenuItem navigateToPathMenu, navigateToBarrierMenu, navigateToSettingsMenu;
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internal static void InstantiateMenu()
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{
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mainMenu = new UIMenu("Scene Manager", "~o~Main Menu");
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MenuManager.menuPool.Add(mainMenu);
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}
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internal static void BuildMainMenu()
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{
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mainMenu.AddItem(navigateToPathMenu = new UIMenuItem("Path Menu"));
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navigateToPathMenu.ForeColor = Color.Gold;
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mainMenu.BindMenuToItem(PathMainMenu.pathMainMenu, navigateToPathMenu);
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mainMenu.AddItem(navigateToBarrierMenu = new UIMenuItem("Barrier Menu"));
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navigateToBarrierMenu.ForeColor = Color.Gold;
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mainMenu.BindMenuToItem(BarrierMenu.barrierMenu, navigateToBarrierMenu);
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mainMenu.AddItem(navigateToSettingsMenu = new UIMenuItem("Settings"));
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navigateToSettingsMenu.ForeColor = Color.Gold;
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mainMenu.BindMenuToItem(SettingsMenu.settingsMenu, navigateToSettingsMenu);
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mainMenu.RefreshIndex();
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mainMenu.OnMenuOpen += MainMenu_OnMenuOpen;
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}
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private static void ShowPathMainMenu()
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{
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PathMainMenu.pathMainMenu.Visible = true;
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}
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private static void ShowBarrierMenu()
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{
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BarrierMenu.barrierMenu.Visible = true;
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}
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private static void ShowSettingsMenu()
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{
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SettingsMenu.settingsMenu.Visible = true;
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}
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private static void MainMenu_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>() { };
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var selectItems = new Dictionary<UIMenuItem, RNUIMouseInputHandler.Function>()
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{
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{ navigateToPathMenu, ShowPathMainMenu },
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{ navigateToBarrierMenu, ShowBarrierMenu },
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{ navigateToSettingsMenu, ShowSettingsMenu }
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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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