SanAndreasUnity/Assets/Scripts/UI/TeleportWindow.cs

129 lines
2.7 KiB
C#
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using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using SanAndreasUnity.Behaviours;
using SanAndreasUnity.Behaviours.World;
using SanAndreasUnity.Utilities;
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namespace SanAndreasUnity.UI {
public class TeleportWindow : PauseMenuWindow {
// spawn locations
private List<TransformDataStruct> _spawns = new List<TransformDataStruct>();
public List<TransformDataStruct> Spawns { get { return this._spawns; } }
private List<string> _spawnNames = new List<string>();
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TeleportWindow() {
// set default parameters
this.windowName = "Teleport";
this.useScrollView = true;
}
void OnSceneChanged (SceneChangedMessage msg) {
_spawns.Clear ();
_spawnNames.Clear();
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if (!GameManager.IsInStartupScene)
FindSpawnPlacesInternal();
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this.AdjustWindowRect ();
}
void Start () {
this.RegisterButtonInPauseMenu ();
this.AdjustWindowRect ();
}
protected override void OnLoaderFinished()
{
base.OnLoaderFinished();
if (_spawns.Count < 1)
{
this.FindSpawnPlacesInternal();
this.AdjustWindowRect();
}
}
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private void FindSpawnPlacesInternal()
{
_spawns.Clear();
_spawnNames.Clear();
// if exterior is not loaded, then use enexes from loaded interiors
new world loading system (#110) * wip * much faster world creation * add StaticGeometryInspector * disable child/parent logic and fading * rename * (de)activate objects based on parent * set draw distance based on layers * ... * wip * wip * wip * remove unused param * prevent concurrent modification * ... * catch exceptions when notifying * ... * notify about area, not objects * limit public access to Area * ... * ... * allow public access * add public api * adapt code * pass callback to ctor * adapt focus points * fix * fix intersection check * support rectangles * adjust parameters in prefab * this should fix IsInsideOf() * ... * ... * fix getting area by index * create area if not exists * ... * ... * ... * wip for distance levels * remove constraint on generic parameter * add some validation * fix * fix draw distance per level * change time of day in which lights are visible * add todos * don't use id for UnRegisterFocusPoint() * use hash set for storing focus points * add 1 more level * mark area for update only if visibility changes * profile WorldSystem calls * add some profiling sections * limit time per frame for LoadingThread * switch custom concurrent queue * copy jobs to buffer * rename * change max draw distance setting * wait one more frame * try to remove 801 distance level to remove holes * attempt to hide interiors, but failed * delete no longer needed script * optimization * some error checking * add camera as focus point * dont add camera as focus point in headless mode * working on load priority * fix bug - load priority finished * ... * small optimizations * ... * ... * remove unneeded variable * add fading * dont do fading in headless mode * fadeRate available in inspector * change fade rate * take into account if geometry is loaded when checking if object should be visible, and if fading should be done * small optimization * cache IsInHeadlessMode * display Instance info in inspector * move interiors up in the sky * rename * adapt code to different y pos of interiors * refactor * fix finding matched enex for enexes that lead to the same interior level * display new world stats * rename * rename class * ... * ... * extract function * extract parameters into a struct * add focus point to dead body * add focus point to vehicle * add focus point to vehicle detached parts * remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map * dont use focus points on vehicle and vehicle detached parts, when not on server * add focus point for npc peds * add possibility to set timeout during which focus point keeps revealing after it's destroyed * adapt UnRegisterFocusPoint() to timeout * rename * adapt code * cleanup MapObject class * ... * converting to `lock()` * optimize method: use 1 lock instead of 3 * call OnObjectFinishedLoading() instead of AddToLoadedObjects() * ... * make sure it's main thread * AsyncLoader is no longer thread safe * convert static members to non-static in LoadingThread * fix * ... * store indexes for each area * impl GetAreaCenter() * calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ; * add support for changing draw distance at runtime * delay setting the new value by 0.2 s * have a separate default max draw distance for mobile platforms * adjust y axis world params so that number of visible areas is reduced * remove "camera far clip plane" setting * rename * document flags * rename * disable shadow casting and receiving for some objects * allow casting shadows for LODs with large draw distance * remove "WorldSystem" layer * revert layer
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if (Cell.Instance != null && ! Cell.Instance.HasMainExterior)
{
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foreach(var enex in Cell.Instance.GetEnexesFromLoadedInteriors())
{
new world loading system (#110) * wip * much faster world creation * add StaticGeometryInspector * disable child/parent logic and fading * rename * (de)activate objects based on parent * set draw distance based on layers * ... * wip * wip * wip * remove unused param * prevent concurrent modification * ... * catch exceptions when notifying * ... * notify about area, not objects * limit public access to Area * ... * ... * allow public access * add public api * adapt code * pass callback to ctor * adapt focus points * fix * fix intersection check * support rectangles * adjust parameters in prefab * this should fix IsInsideOf() * ... * ... * fix getting area by index * create area if not exists * ... * ... * ... * wip for distance levels * remove constraint on generic parameter * add some validation * fix * fix draw distance per level * change time of day in which lights are visible * add todos * don't use id for UnRegisterFocusPoint() * use hash set for storing focus points * add 1 more level * mark area for update only if visibility changes * profile WorldSystem calls * add some profiling sections * limit time per frame for LoadingThread * switch custom concurrent queue * copy jobs to buffer * rename * change max draw distance setting * wait one more frame * try to remove 801 distance level to remove holes * attempt to hide interiors, but failed * delete no longer needed script * optimization * some error checking * add camera as focus point * dont add camera as focus point in headless mode * working on load priority * fix bug - load priority finished * ... * small optimizations * ... * ... * remove unneeded variable * add fading * dont do fading in headless mode * fadeRate available in inspector * change fade rate * take into account if geometry is loaded when checking if object should be visible, and if fading should be done * small optimization * cache IsInHeadlessMode * display Instance info in inspector * move interiors up in the sky * rename * adapt code to different y pos of interiors * refactor * fix finding matched enex for enexes that lead to the same interior level * display new world stats * rename * rename class * ... * ... * extract function * extract parameters into a struct * add focus point to dead body * add focus point to vehicle * add focus point to vehicle detached parts * remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map * dont use focus points on vehicle and vehicle detached parts, when not on server * add focus point for npc peds * add possibility to set timeout during which focus point keeps revealing after it's destroyed * adapt UnRegisterFocusPoint() to timeout * rename * adapt code * cleanup MapObject class * ... * converting to `lock()` * optimize method: use 1 lock instead of 3 * call OnObjectFinishedLoading() instead of AddToLoadedObjects() * ... * make sure it's main thread * AsyncLoader is no longer thread safe * convert static members to non-static in LoadingThread * fix * ... * store indexes for each area * impl GetAreaCenter() * calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ; * add support for changing draw distance at runtime * delay setting the new value by 0.2 s * have a separate default max draw distance for mobile platforms * adjust y axis world params so that number of visible areas is reduced * remove "camera far clip plane" setting * rename * document flags * rename * disable shadow casting and receiving for some objects * allow casting shadows for LODs with large draw distance * remove "WorldSystem" layer * revert layer
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_spawns.Add(Cell.Instance.GetEnexExitTransform(enex));
_spawnNames.Add(enex.Name);
}
}
else
{
var spawnPlaces = FindSpawnPlaces ();
_spawns = spawnPlaces.Select(tr => new TransformDataStruct(tr)).ToList();
_spawnNames = spawnPlaces.Select(tr => tr.name).ToList();
}
}
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public static Transform[] FindSpawnPlaces ()
{
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var obj = GameObject.Find("Player Spawns");
if (obj)
return obj.transform.GetFirstLevelChildren().ToArray();
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return new Transform[0];
}
private void AdjustWindowRect ()
{
float width = 260;
float height = Mathf.Min( 0.7f * Screen.height, 10 + 25 * _spawns.Count );
this.windowRect = new Rect(Screen.width - width - 10, 10, width, height);
}
protected override void OnWindowGUI ()
{
if (null == Ped.Instance) {
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GUILayout.Label ("No local ped");
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return;
}
for (int i = 0; i < _spawns.Count; i++)
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{
var spawnLocation = _spawns [i];
if (GUILayout.Button (_spawnNames[i]))
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{
Vector3 pos = spawnLocation.position;
Vector3 eulers = spawnLocation.rotation.eulerAngles;
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SendCommand($"/teleport {pos.x} {pos.y} {pos.z} {eulers.y}");
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}
}
}
void SendCommand(string command)
{
Chat.ChatManager.SendChatMessageToAllPlayersAsLocalPlayer(command);
}
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}
}