mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 23:50:29 +01:00
116 lines
3.3 KiB
C#
116 lines
3.3 KiB
C#
using Rage;
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using System.Collections.Generic;
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using System.Drawing;
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namespace SceneManager
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{
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public class Path
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{
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private int _number { get; set; }
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private bool _isEnabled { get; set; }
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private State _state { get; set; }
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public int Number { get { return _number; } set { _number = value; } }
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public bool IsEnabled { get { return _isEnabled; } set { _isEnabled = value; } }
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public State State { get { return _state; } set { _state = value; } }
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public List<Waypoint> Waypoints = new List<Waypoint>();
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public Path(int pathNum, State pathState)
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{
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_number = pathNum;
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_state = pathState;
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DrawLinesBetweenWaypoints();
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}
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public void SetPathNumber(int pathNum)
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{
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_number = pathNum;
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}
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private void LowerWaypointBlipsOpacity()
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{
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foreach (Waypoint wp in Waypoints)
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{
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wp.Blip.Alpha = 0.5f;
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if (wp.CollectorRadiusBlip)
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{
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wp.CollectorRadiusBlip.Alpha = 0.25f;
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}
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}
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}
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private void RestoreWaypointBlipsOpacity()
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{
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foreach (Waypoint wp in Waypoints)
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{
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if (wp.Blip)
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{
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wp.Blip.Alpha = 1.0f;
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if (wp.CollectorRadiusBlip)
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{
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wp.CollectorRadiusBlip.Alpha = 0.5f;
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}
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}
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}
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}
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public void DisablePath()
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{
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_isEnabled = false;
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foreach(Waypoint wp in Waypoints)
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{
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wp.RemoveSpeedZone();
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}
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if (SettingsMenu.mapBlips.Checked)
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{
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LowerWaypointBlipsOpacity();
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}
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}
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public void EnablePath()
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{
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_isEnabled = true;
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foreach (Waypoint wp in Waypoints)
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{
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if (wp.IsCollector)
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{
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wp.AddSpeedZone();
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}
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}
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if (SettingsMenu.mapBlips.Checked)
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{
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RestoreWaypointBlipsOpacity();
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}
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}
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public void DrawLinesBetweenWaypoints()
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{
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GameFiber.StartNew(() =>
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{
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while (SettingsMenu.threeDWaypoints.Checked)
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{
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if (MenuManager.menuPool.IsAnyMenuOpen())
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{
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for (int i = 0; i < Waypoints.Count; i++)
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{
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if (i != Waypoints.Count - 1)
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{
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if (Waypoints[i + 1].DrivingFlag == VehicleDrivingFlags.StopAtDestination)
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{
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Debug.DrawLine(Waypoints[i].Position, Waypoints[i + 1].Position, Color.Orange);
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}
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else
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{
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Debug.DrawLine(Waypoints[i].Position, Waypoints[i + 1].Position, Color.Green);
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}
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}
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}
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}
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GameFiber.Yield();
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}
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});
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}
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}
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}
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