2020-05-31 17:07:22 +00:00
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using UnityEngine;
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using SanAndreasUnity.Utilities;
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using SanAndreasUnity.Behaviours.Vehicles;
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using SanAndreasUnity.Behaviours.World;
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using SanAndreasUnity.Importing.Animation;
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2019-04-28 22:02:46 +00:00
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using System.Linq;
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2020-05-31 17:07:22 +00:00
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namespace SanAndreasUnity.Behaviours.Peds.States
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{
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public class VehicleEnteringState : BaseVehicleState
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{
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2019-04-28 21:33:47 +00:00
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Coroutine m_coroutine;
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2020-05-31 17:07:22 +00:00
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2019-04-28 20:57:04 +00:00
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public override void OnBecameInactive()
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{
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// restore everything
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2019-04-28 23:15:24 +00:00
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this.Cleanup();
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2019-04-28 20:57:04 +00:00
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2019-04-28 21:33:47 +00:00
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if (m_coroutine != null)
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StopCoroutine(m_coroutine);
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m_coroutine = null;
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base.OnBecameInactive();
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2020-05-31 17:07:22 +00:00
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}
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2019-04-29 00:26:44 +00:00
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public static void PreparePedForVehicle(Ped ped, Vehicle vehicle, Vehicle.Seat seat)
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2019-04-28 23:46:13 +00:00
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{
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seat.OccupyingPed = ped;
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ped.characterController.enabled = false;
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ped.transform.SetParent(seat.Parent);
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ped.transform.localPosition = Vector3.zero;
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ped.transform.localRotation = Quaternion.identity;
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ped.PlayerModel.IsInVehicle = true;
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}
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2020-05-31 17:07:22 +00:00
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public bool TryEnterVehicle(Vehicle vehicle, Vehicle.SeatAlignment seatAlignment, bool immediate = false)
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{
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2019-04-28 20:17:37 +00:00
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Net.NetStatus.ThrowIfNotOnServer();
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2020-05-31 17:07:22 +00:00
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if (!this.CanEnterVehicle (vehicle, seatAlignment))
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return false;
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2019-04-28 21:36:40 +00:00
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this.EnterVehicle(vehicle, seatAlignment, immediate);
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2020-05-31 17:07:22 +00:00
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2019-04-28 21:36:40 +00:00
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return true;
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}
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2020-05-31 17:07:22 +00:00
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2019-04-28 22:22:41 +00:00
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internal void EnterVehicle(Vehicle vehicle, Vehicle.SeatAlignment seatAlignment, bool immediate)
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2019-04-28 21:36:40 +00:00
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{
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2020-05-31 17:07:22 +00:00
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Vehicle.Seat seat = vehicle.GetSeat (seatAlignment);
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// switch state here
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m_ped.SwitchState<VehicleEnteringState>();
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this.CurrentVehicle = vehicle;
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this.CurrentVehicleSeat = seat;
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2019-04-28 23:46:13 +00:00
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2019-04-29 00:26:44 +00:00
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PreparePedForVehicle(m_ped, vehicle, seat);
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2020-05-31 17:07:22 +00:00
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2019-04-28 20:57:04 +00:00
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if (seat.IsDriver)
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2020-05-31 17:07:22 +00:00
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{
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2019-04-29 15:24:08 +00:00
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// TODO: this should be done when ped enters the car - or, it should be removed, because
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// vehicle should know if it has a driver
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2020-05-31 17:07:22 +00:00
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vehicle.StartControlling();
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}
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if (!vehicle.IsNightToggled && WorldController.IsNight)
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vehicle.IsNightToggled = true;
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else if (vehicle.IsNightToggled && !WorldController.IsNight)
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vehicle.IsNightToggled = false;
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2019-04-28 21:17:50 +00:00
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// send message to clients
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2019-04-28 22:02:46 +00:00
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if (m_isServer)
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{
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if (!immediate)
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{
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foreach(var pedSync in Net.Player.AllPlayers.Select(p => p.GetComponent<Net.PedSync>()))
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pedSync.PedStartedEnteringVehicle(m_ped);
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}
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}
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2019-04-28 21:17:50 +00:00
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2019-04-28 21:33:47 +00:00
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m_coroutine = StartCoroutine (EnterVehicleAnimation (seat, immediate));
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2020-05-31 17:07:22 +00:00
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}
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private System.Collections.IEnumerator EnterVehicleAnimation(Vehicle.Seat seat, bool immediate)
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{
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var animIndex = seat.IsLeftHand ? AnimIndex.GetInLeft : AnimIndex.GetInRight;
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2019-04-28 20:26:12 +00:00
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m_model.VehicleParentOffset = Vector3.Scale(m_model.GetAnim(AnimGroup.Car, animIndex).RootEnd, new Vector3(-1, -1, -1));
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2020-05-31 17:07:22 +00:00
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if (!immediate)
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{
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2019-04-28 20:26:12 +00:00
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var animState = m_model.PlayAnim(AnimGroup.Car, animIndex, PlayMode.StopAll);
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2020-05-31 17:07:22 +00:00
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animState.wrapMode = WrapMode.Once;
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2019-04-29 15:24:08 +00:00
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// TODO: also check if this state is still active state, and if vehicle is alive
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2020-05-31 17:07:22 +00:00
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while (animState.enabled)
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{
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yield return new WaitForEndOfFrame();
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}
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}
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// TODO: check if this state is still active, and if vehicle is alive
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2019-04-28 20:26:12 +00:00
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// ped now completely entered the vehicle
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2020-05-31 17:07:22 +00:00
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2019-04-28 20:26:12 +00:00
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// call method from VehicleSittingState - he will switch state
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2019-04-28 22:02:46 +00:00
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if (m_isServer)
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m_ped.GetStateOrLogError<VehicleSittingState> ().EnterVehicle(this.CurrentVehicle, seat);
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2020-05-31 17:07:22 +00:00
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}
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}
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}
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