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Scene-Manager-DevRepo/SceneManager/EntryPoint.cs
2020-08-18 19:00:29 -06:00

129 lines
5.8 KiB
C#

using System;
using System.Linq;
using System.Reflection;
using System.Windows.Forms;
using Rage;
[assembly: Rage.Attributes.Plugin("Scene Manager [Test Build]", Author = "Rich", Description = "Manage your scenes with custom AI traffic pathing and cone placement.")]
namespace SceneManager
{
public class EntryPoint
{
internal static class Settings
{
internal static Keys ToggleKey = Keys.T;
internal static Keys ModifierKey = Keys.LShiftKey;
internal static ControllerButtons ToggleButton = ControllerButtons.Y;
internal static ControllerButtons ModifierButton = ControllerButtons.A;
internal static bool EnableHints = true;
//internal static string id = Verification.passThrough(Verification.GetID());
//internal static string PatronKey = null; // This cannot reference VerifyUser because the file can just be shared and it will always work. Must be manually set to each user's ID
internal static void LoadSettings()
{
Game.LogTrivial("Loading SceneManager.ini settings");
InitializationFile ini = new InitializationFile("Plugins/SceneManager.ini");
ini.Create();
//PatronKey = ini.ReadString("Patreon","PatronKey", null);
ToggleKey = ini.ReadEnum("Keybindings", "ToggleKey", Keys.T);
ModifierKey = ini.ReadEnum("Keybindings", "ModifierKey", Keys.LShiftKey);
ToggleButton = ini.ReadEnum("Keybindings", "ToggleButton", ControllerButtons.A);
ModifierButton = ini.ReadEnum("Keybindings", "ModifierButton", ControllerButtons.DPadDown);
EnableHints = ini.ReadBoolean("Other Settings", "EnableHints", true);
}
}
public static void Main()
{
AppDomain.CurrentDomain.DomainUnload += MyTerminationHandler;
Settings.LoadSettings();
GetAssemblyVersion();
MenuManager.InstantiateMenus();
if (Settings.EnableHints)
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;
Game.LogTrivial($"Scene Manager V{version} is ready.");
}
private static void DisplayHintsToOpenMenu()
{
if (Settings.ModifierKey == Keys.None && Settings.ModifierButton == ControllerButtons.None)
{
Game.DisplayNotification($"~o~Scene Manager\n~y~[Hint]~w~ To open the menu, press the ~b~{Settings.ToggleKey} key ~w~or ~b~{Settings.ToggleButton} button ~w~while on foot");
}
else if (Settings.ModifierKey == Keys.None)
{
Game.DisplayNotification($"~o~Scene Manager\n~y~[Hint]~w~ To open the menu, press the ~b~{Settings.ToggleKey} key ~w~or ~b~{Settings.ModifierButton} ~w~+ ~b~{Settings.ToggleButton} buttons ~w~while on foot");
}
else if (Settings.ModifierButton == ControllerButtons.None)
{
Game.DisplayNotification($"~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 ~w~while on foot");
}
else
{
Game.DisplayNotification($"~o~Scene Manager\n~y~[Hint]~w~ To open the menu, press the ~b~{Settings.ModifierKey} ~w~+ ~b~{Settings.ToggleKey} keys ~w~or ~b~{Settings.ModifierButton} ~w~+ ~b~{Settings.ToggleButton} buttons ~w~while on foot");
}
}
private static void MyTerminationHandler(object sender, EventArgs e)
{
// Clean up paths
for (int i = 0; i < TrafficMenu.paths.Count; i++)
{
TrafficMenu.DeletePath(TrafficMenu.paths[i], i, "All");
}
// Clean up cones
foreach (Rage.Object cone in BarrierMenu.barriers.Where(c => c))
{
cone.Delete();
}
if (BarrierMenu.shadowBarrier)
{
BarrierMenu.shadowBarrier.Delete();
}
// Clear everything
BarrierMenu.barriers.Clear();
TrafficPathing.collectedVehicles.Clear();
Game.LogTrivial($"Scene Manager has been terminated.");
Game.DisplayNotification($"~o~Scene Manager\n~r~[Notice]~w~ The plugin has shut down.");
}
}
}
//GameFiber.StartNew(delegate{
//});
//public static Vehicle[] GetNearbyVehicles2(Vector3 OriginPosition, int amount)
//{
// return (Vehicle[])(from x in World.GetAllVehicles() orderby x.DistanceTo(OriginPosition) select x).Take(amount).ToArray();
//}
//Type t = typeof(int);
//Game.LogTrivial($"Scene Manager V{Assembly.GetAssembly(t).GetName().Version} is ready.");*/
//// id is hardware ID and needs to match PatronKey, which is also hardware ID
//if (Settings.id == Settings.PatronKey)
//{
// Game.LogTrivial($"Patron status verified.");
// Game.DisplayNotification($"~o~Scene Manager\n~g~[Patreon]~w~ Thanks for the support, enjoy your session!");
//}
//else
//{
// Game.LogTrivial($"Patron status not verified.");
// Game.DisplayNotification($"~o~Scene Manager\n~y~[Patreon]~w~ Thanks for using my plugin! If you would like to gain access to benefits such as ~g~new features for this plugin~w~, ~g~early access to new plugins~w~, and ~g~custom plugins made just for you~w~, please consider supporting me on ~b~Patreon~w~. ~y~https://www.patreon.com/richdevs");
//}