Загрузка данных


using System;
using System.Windows.Forms;
using GTA;
using GTA.Math;
using GTA.Native;

public class SedanCabinCamera : Script
{
    private Camera _carCamera;
    private float _heightOffset = 1.2f; 
    private bool _wasInCar = false;
    
    private float _camYaw = 0.0f; 
    private float _camPitch = 15.0f; 
    
    private ScriptSettings _config; 

    public SedanCabinCamera()
    {
        _config = ScriptSettings.Load("scripts\\CameraOffsets.ini");
        KeyDown += OnKeyDown;
        Tick += OnTick;
        UI.Notify("~g~Скрипт камеры (v2) успешно загружен!");
    }

    private void OnTick(object sender, EventArgs e)
    {
        var vehicle = Game.Player.Character.CurrentVehicle;

        if (vehicle == null) 
        { 
            RemoveCamera(); 
            _wasInCar = false; 
            return; 
        }

        bool isTarget = (vehicle.Model.Hash == Game.GenerateHash("jzx100") || 
                         vehicle.Model.Hash == Game.GenerateHash("mk2100"));
        
        if (!isTarget) 
        { 
            RemoveCamera(); 
            _wasInCar = false; 
            return; 
        }

        if (!_wasInCar)
        {
            UI.Notify("~b~Обнаружена машина: " + vehicle.Model.ToString());
            string modelName = GetModelName(vehicle);
            _heightOffset = _config.GetValue<float>("Offsets", modelName, 1.2f);
            _camYaw = vehicle.Heading; 
            _camPitch = 15.0f;
            _wasInCar = true;
        }

        if (Function.Call<int>(Hash.GET_FOLLOW_VEHICLE_CAM_VIEW_MODE) == 4) 
        { 
            RemoveCamera(); 
            return; 
        }

        // --- ЛОГИКА ПКМ: ОТДАЕМ КАМЕРУ ИГРЕ ТОЛЬКО ПРИ ПРИЦЕЛИВАНИИ ---
        // 25 = ПКМ (Прицел)
        bool isAiming = Function.Call<bool>(Hash.IS_CONTROL_PRESSED, 0, 25);

        if (isAiming)
        {
            // Отключаем скриптовую камеру, чтобы игра включила свой вид "из-за плеча"
            if (World.RenderingCamera == _carCamera) 
            {
                World.RenderingCamera = null;
                Function.Call(Hash.RENDER_SCRIPT_CAMS, false, false, 0, true, false);
            }
            return; // Выходим, не трогая камеру, пока игрок целится
        }
        else
        {
            // Если игрок отпустил ПКМ, возвращаем нашу камеру обратно
            if (World.RenderingCamera == null || World.RenderingCamera != _carCamera)
            {
                if (_carCamera == null || !_carCamera.Exists())
                {
                    _carCamera = World.CreateCamera(vehicle.Position, vehicle.Rotation, 60f);
                }
                World.RenderingCamera = _carCamera;
                Function.Call(Hash.RENDER_SCRIPT_CAMS, true, false, 0, true, false);
            }
        }
        // -------------------------------------------------------------------

        if (_carCamera == null || !_carCamera.Exists())
        {
            _carCamera = World.CreateCamera(vehicle.Position, vehicle.Rotation, 60f);
        }

        float lookLR = Function.Call<float>(Hash.GET_CONTROL_NORMAL, 0, 2);
        float lookUD = Function.Call<float>(Hash.GET_CONTROL_NORMAL, 0, 3);

        _camYaw -= lookLR * 3.0f; 
        _camPitch -= lookUD * 2.0f;         

        _camPitch = Math.Max(-40.0f, Math.Min(80.0f, _camPitch));

        float renderYaw = _camYaw;
        if (Function.Call<bool>(Hash.IS_CONTROL_PRESSED, 0, 26)) 
        {
            renderYaw += 180.0f; 
        }

        float radH = renderYaw * (float)(Math.PI / 180.0);
        float radP = _camPitch * (float)(Math.PI / 180.0);
        float dist = 4.25f;

        Vector3 center = vehicle.Position + new Vector3(0, 0, _heightOffset);

        float camX = center.X - (float)Math.Sin(radH) * dist * (float)Math.Cos(radP);
        float camY = center.Y - (float)Math.Cos(radH) * dist * (float)Math.Cos(radP);
        float camZ = center.Z + (float)Math.Sin(radP) * dist;

        Vector3 desiredPos = new Vector3(camX, camY, camZ);

        RaycastResult ray = World.Raycast(center, desiredPos, IntersectFlags.Map, vehicle);
        if (ray.DitHit) 
        {
            desiredPos = ray.HitPosition;
        }

        _carCamera.Position = desiredPos;
        _carCamera.PointAt(center);
    }

    private void OnKeyDown(object sender, KeyEventArgs e)
    {
        var vehicle = Game.Player.Character.CurrentVehicle;
        if (vehicle == null) return;
        
        bool isTarget = (vehicle.Model.Hash == Game.GenerateHash("jzx100") || 
                         vehicle.Model.Hash == Game.GenerateHash("mk2100"));
        if (!isTarget) return;

        if (e.KeyCode == Keys.NumPad9)
        {
            _heightOffset += 0.05f;
            SaveHeight(vehicle);
            UI.Notify("~g~Высота: " + _heightOffset.ToString("F2")); 
        }
        else if (e.KeyCode == Keys.NumPad3)
        {
            _heightOffset -= 0.05f;
            SaveHeight(vehicle);
            UI.Notify("~y~Высота: " + _heightOffset.ToString("F2")); 
        }
    }

    private string GetModelName(Vehicle vehicle)
    {
        if (vehicle.Model.Hash == Game.GenerateHash("jzx100")) return "jzx100";
        return "mk2100"; 
    }

    private void SaveHeight(Vehicle vehicle)
    {
        _config.SetValue<float>("Offsets", GetModelName(vehicle), _heightOffset);
        _config.Save();
    }

    private void RemoveCamera()
    {
        if (_carCamera != null && _carCamera.Exists())
        {
            World.RenderingCamera = null;
            Function.Call(Hash.RENDER_SCRIPT_CAMS, false, false, 0, true, false);
            Function.Call(Hash.DESTROY_CAM, _carCamera.Handle, true); 
            _carCamera = null;
        }
    }
}