1
Fork 0
mirror of https://github.com/thegeneralist01/Scene-Manager-DevRepo synced 2026-01-11 23:50:29 +01:00
Scene-Manager-DevRepo/SceneManager/Object Classes/CollectedVehicle.cs

77 lines
2.7 KiB
C#

using Rage;
using System.Linq;
namespace SceneManager
{
public class CollectedVehicle
{
internal Ped Driver { get; set; }
internal Vehicle Vehicle { get; set; }
internal Path Path { get; set; }
internal Waypoint CurrentWaypoint { get; set; }
internal Waypoint NextWaypoint { get; private set; }
internal bool StoppedAtWaypoint { get; set; }
internal bool Dismissed { get; set; }
internal bool SkipWaypoint { get; set; }
internal CollectedVehicle(Vehicle vehicle, Path path, Waypoint currentWaypoint)
{
Vehicle = vehicle;
Driver = vehicle.Driver;
Path = path;
CurrentWaypoint = currentWaypoint;
}
internal CollectedVehicle(Vehicle vehicle, Path path)
{
Vehicle = vehicle;
Driver = vehicle.Driver;
Path = path;
}
internal void Dismiss()
{
GameFiber.StartNew(() =>
{
if (!Vehicle || !Driver)
{
return;
}
Dismissed = true;
StoppedAtWaypoint = false;
Driver.Tasks.Clear();
Driver.Tasks.PerformDrivingManeuver(Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3);
if (Driver.GetAttachedBlip())
{
Driver.GetAttachedBlip().Delete();
}
// check if the vehicle is near any of the path's collector waypoints
var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector && Vehicle.DistanceTo2D(wp.Position) <= wp.CollectorRadius * 2).FirstOrDefault();
if (nearestCollectorWaypoint != null)
{
while (nearestCollectorWaypoint != null && Vehicle && Driver && Vehicle.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius * 2)
{
//Game.LogTrivial($"{_vehicle.Model.Name} is too close to the collector to be fully dismissed.");
GameFiber.Yield();
}
}
if (!Vehicle || !Driver)
{
return;
}
VehicleCollector.collectedVehicles.Remove(this);
Logger.Log($"{Vehicle.Model.Name} dismissed successfully.");
Driver.BlockPermanentEvents = false;
Driver.Dismiss();
Vehicle.IsSirenOn = false;
Vehicle.IsSirenSilent = true;
Vehicle.Dismiss();
});
}
}
}