SanAndreasUnity/Assets/Scripts/Behaviours/Ped/Ped.cs

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using SanAndreasUnity.Behaviours.Vehicles;
using SanAndreasUnity.Behaviours.World;
using SanAndreasUnity.Importing.Animation;
using System.Collections;
using System.Diagnostics;
using UnityEngine;
using Debug = UnityEngine.Debug;
using SanAndreasUnity.Utilities;
using System.Collections.Generic;
using System.Linq;
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using SanAndreasUnity.Net;
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namespace SanAndreasUnity.Behaviours
{
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[RequireComponent(typeof(CharacterController))]
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public partial class Ped :
#if MIRROR
Mirror.NetworkBehaviour
#else
MonoBehaviour
#endif
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{
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private static List<Ped> s_allPeds = new List<Ped> ();
public static Ped[] AllPeds { get { return s_allPeds.ToArray (); } }
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public static IEnumerable<Ped> AllPedsEnumerable => s_allPeds;
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public static int NumPeds => s_allPeds.Count;
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private WeaponHolder m_weaponHolder;
public WeaponHolder WeaponHolder { get { return m_weaponHolder; } }
private StateMachine m_stateMachine = new StateMachine ();
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public Camera Camera { get { return this == Ped.Instance ? Camera.main : null; } }
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public PedModel PlayerModel { get; private set; }
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public bool shouldPlayAnims = true;
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public CharacterController characterController { get; private set; }
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public float CameraDistance { get { return PedManager.Instance.cameraDistanceFromPed; } set { PedManager.Instance.cameraDistanceFromPed = value; } }
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public float CameraDistanceVehicle { get { return VehicleManager.Instance.cameraDistanceFromVehicle; } set { VehicleManager.Instance.cameraDistanceFromVehicle = value; } }
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// used for clamping camera rotation
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[SerializeField] private Vector2 m_cameraClampValue = new Vector2(60, 60);
public Vector2 CameraClampValue { get { return m_cameraClampValue; } set { m_cameraClampValue = value; } }
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public Peds.States.BaseScriptState[] States { get; private set; }
public Peds.States.BaseScriptState CurrentState { get { return (Peds.States.BaseScriptState) m_stateMachine.CurrentState; } }
public Cell Cell { get { return Cell.Instance; } }
public UnityEngine.Animation AnimComponent { get { return PlayerModel.AnimComponent; } }
public SanAndreasUnity.Importing.Items.Definitions.PedestrianDef PedDef { get { return this.PlayerModel.Definition; } }
public static int RandomPedId {
get {
int count = Ped.SpawnablePedDefs.Count ();
if (count < 1)
throw new System.Exception ("No ped definitions found");
int index = Random.Range (0, count);
return Ped.SpawnablePedDefs.ElementAt (index).Id;
}
}
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public static int LayerMask { get { return UnityEngine.LayerMask.GetMask ("Player"); } }
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public bool IsGrounded { get { return characterController.isGrounded; } }
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public Vector2 MouseMoveInput { get; set; }
public Vector2 MouseScrollInput { get; set; }
public bool IsWalkOn { get; set; }
public bool IsRunOn { get; set; }
public bool IsSprintOn { get; set; }
public bool IsJumpOn { get; set; }
public Vector3 Velocity { get; private set; }
/// <summary> Current movement input. </summary>
public Vector3 Movement { get; set; }
/// <summary> Direction towards which the player turns. </summary>
public Vector3 Heading { get; set; }
public bool IsAiming { get { return m_weaponHolder.IsAiming; } }
public Weapon CurrentWeapon { get { return m_weaponHolder.CurrentWeapon; } }
public bool IsFiring { get { return m_weaponHolder.IsFiring; } }
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public Vector3 AimDirection { get { return m_weaponHolder.AimDirection; } set => m_weaponHolder.AimDirection = value; }
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public Vector3 FirePosition => this.CurrentWeapon != null ? this.CurrentWeapon.GetFirePos() : this.transform.position;
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public Vector3 FireDirection => this.CurrentWeapon != null ? this.CurrentWeapon.GetFireDir() : this.AimDirection;
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public bool IsAimOn { get ; set ; }
public bool IsFireOn { get ; set ; }
public bool IsHoldingWeapon { get { return m_weaponHolder.IsHoldingWeapon; } }
private Coroutine m_findGroundCoroutine;
/// <summary>Ped who is controlled by local player.</summary>
public static Ped Instance { get { return Net.Player.Local != null ? Net.Player.Local.OwnedPed : null; } }
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/// <summary>Position of ped instance.</summary>
public static Vector3 InstancePos { get { return Instance.transform.position; } }
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/// <summary>Is this ped controlled by local player ?</summary>
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public bool IsControlledByLocalPlayer { get { return this == Ped.Instance; } }
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public string DescriptionForLogging => "(netId = " + this.netId + ")";
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void Awake()
{
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this.PlayerModel = this.GetComponentInChildren<PedModel>();
this.characterController = this.GetComponent<CharacterController>();
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m_weaponHolder = GetComponent<WeaponHolder> ();
this.States = this.GetComponentsInChildren<Peds.States.BaseScriptState> ();
this.AwakeForDamage ();
this.Awake_Net();
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}
void Start()
{
//MySetupLocalPlayer ();
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this.Start_Net();
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this.StartForDamage ();
if (NetStatus.IsServer)
{
if (null == this.CurrentState)
this.SwitchState<Peds.States.StandState> ();
}
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// register Cell focus point
if (this.Cell != null)
{
if (NetStatus.IsServer)
{
// only register if this ped is owned by some player
if (Player.GetOwningPlayer(this) != null)
this.Cell.focusPoints.AddIfNotPresent(this.transform);
}
else if (NetStatus.IsClientActive())
{
// only register if this ped is owned by local player
// TODO: IsControlledByLocalPlayer may not return true, because syncvar in Player script may
// not be updated yet
if (this.IsControlledByLocalPlayer)
this.Cell.focusPoints.AddIfNotPresent(this.transform);
}
}
if (!NetStatus.IsServer)
{
// destroy OutOfRangeDestroyer on clients - server should handle destroying peds which are not in range
this.gameObject.DestroyComponent<OutOfRangeDestroyer>();
}
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}
void OnEnable ()
{
s_allPeds.Add (this);
}
void OnDisable ()
{
s_allPeds.Remove (this);
}
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public Peds.States.BaseScriptState GetState(System.Type type)
{
return this.States.FirstOrDefault (s => s.GetType ().Equals (type));
}
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public T GetState<T>() where T : Peds.States.BaseScriptState
{
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return (T) this.GetState(typeof(T));
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}
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public Peds.States.BaseScriptState GetStateOrLogError(System.Type type)
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{
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var state = this.GetState (type);
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if(null == state)
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Debug.LogErrorFormat ("Failed to find state: {0}", type);
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return state;
}
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public T GetStateOrLogError<T>() where T : Peds.States.BaseScriptState
{
return (T) this.GetStateOrLogError(typeof(T));
}
public void SwitchState(System.Type type)
{
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var state = this.GetStateOrLogError (type);
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if (null == state)
return;
// IState oldState = this.CurrentState;
m_stateMachine.SwitchState (state);
// if (oldState != state)
// {
// Debug.LogFormat ("Switched to state: {0}", state.GetType ().Name);
// }
}
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public void SwitchState<T>() where T : Peds.States.BaseScriptState
{
this.SwitchState(typeof(T));
}
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internal void OnSpawn()
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{
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if (!NetStatus.IsServer)
return;
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if (!IsGrounded) {
FindGround ();
}
}
public void Teleport(Vector3 position, Quaternion rotation) {
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if (!NetStatus.IsServer)
return;
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if (this.IsInVehicle)
return;
this.transform.position = position;
this.transform.rotation = rotation;
this.FindGround ();
}
public void Teleport(Vector3 position) {
this.Teleport (position, this.transform.rotation);
}
public void FindGround ()
{
if (m_findGroundCoroutine != null) {
StopCoroutine (m_findGroundCoroutine);
m_findGroundCoroutine = null;
}
m_findGroundCoroutine = StartCoroutine (FindGroundCoroutine ());
}
private IEnumerator FindGroundCoroutine()
{
yield return null;
// set y pos to high value, so that higher grounds can be loaded
this.transform.SetY (150);
Vector3 startingPos = this.transform.position;
// wait for loader to finish, in case he didn't
while (!Loader.HasLoaded)
yield return null;
// yield until you find ground beneath or above the player, or until timeout expires
float timeStarted = Time.time;
int numAttempts = 1;
while (true) {
if (Time.time - timeStarted > 4.0f) {
// timeout expired
Debug.LogWarning("Failed to find ground - timeout expired");
yield break;
}
// maintain starting position
this.transform.position = startingPos;
this.Velocity = Vector3.zero;
RaycastHit hit;
float raycastDistance = 1000f;
// raycast against all layers, except player
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int raycastLayerMask = ~ Ped.LayerMask;
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Vector3[] raycastPositions = new Vector3[]{ this.transform.position, this.transform.position + Vector3.up * raycastDistance }; //transform.position - Vector3.up * characterController.height;
Vector3[] raycastDirections = new Vector3[]{ Vector3.down, Vector3.down };
string[] customMessages = new string[]{ "from center", "from above" };
for (int i = 0; i < raycastPositions.Length; i++) {
if (Physics.Raycast (raycastPositions[i], raycastDirections[i], out hit, raycastDistance, raycastLayerMask)) {
// ray hit the ground
// we can move there
this.OnFoundGround (hit, numAttempts, customMessages [i]);
yield break;
}
}
numAttempts++;
yield return null;
}
}
private void OnFoundGround(RaycastHit hit, int numAttempts, string customMessage) {
this.transform.position = hit.point + Vector3.up * characterController.height * 1.5f;
this.Velocity = Vector3.zero;
Debug.LogFormat ("Found ground at {0}, distance {1}, object name {2}, num attempts {3}, {4}", hit.point, hit.distance,
hit.transform.name, numAttempts, customMessage);
}
private void Update()
{
if (!Loader.HasLoaded)
return;
if (this.CurrentState != null)
{
this.CurrentState.UpdateState ();
}
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if (NetStatus.IsServer)
this.ResetIfFallingBelowTheWorld();
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// ConstrainPosition ();
// ConstrainRotation ();
// UpdateAnims ();
//if (IsDrivingVehicle)
// UpdateWheelTurning();
this.UpdateDamageStuff ();
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this.Update_Net();
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if (this.CurrentState != null)
this.CurrentState.PostUpdateState();
}
void LateUpdate ()
{
if (this.CurrentState != null)
{
this.CurrentState.LateUpdateState ();
}
}
public void ConstrainPosition() {
// Constrain to stay inside map
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/*
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if (transform.position.x < -3000)
{
var t = transform.position;
t.x = -3000;
transform.position = t;
}
if (transform.position.x > 3000)
{
var t = transform.position;
t.x = 3000;
transform.position = t;
}
if (transform.position.z < -3000)
{
var t = transform.position;
t.z = -3000;
transform.position = t;
}
if (transform.position.z > 3000)
{
var t = transform.position;
t.z = 3000;
transform.position = t;
}
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*/
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}
public void ConstrainRotation ()
{
if (IsInVehicle)
return;
// ped can only rotate around Y axis
Vector3 eulers = this.transform.eulerAngles;
if (eulers.x != 0f || eulers.z != 0f) {
eulers.x = 0f;
eulers.z = 0f;
this.transform.eulerAngles = eulers;
}
}
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void ResetIfFallingBelowTheWorld()
{
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if (this.IsInVehicle)
return;
if (!this.IsGrounded && this.transform.position.y < -300 && this.Velocity.y < -20)
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{
// set velocity to 0
this.Velocity = Vector3.zero;
// restore ped to higher position, and try to find ground
Vector3 t = this.transform.position;
t.y = 150;
this.transform.position = t;
this.FindGround();
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}
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}
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private void FixedUpdate()
{
if (!Loader.HasLoaded)
return;
if (this.CurrentState != null)
{
this.CurrentState.FixedUpdateState ();
}
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this.FixedUpdate_Net();
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}
public void UpdateHeading()
{
if (this.IsAiming && this.CurrentWeapon != null && !this.CurrentWeapon.CanTurnInDirectionOtherThanAiming) {
// ped heading can only be the same as ped direction
this.Heading = this.WeaponHolder.AimDirection;
}
// player can look only along X and Z axis
this.Heading = this.Heading.WithXAndZ ().normalized;
}
public void UpdateRotation()
{
// rotate player towards his heading
Vector3 forward = Vector3.RotateTowards (this.transform.forward, Heading, PedManager.Instance.pedTurnSpeed * Time.deltaTime, 0.0f);
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this.transform.rotation = Quaternion.LookRotation(forward);
}
public void UpdateMovement()
{
// movement can only be done on X and Z axis
this.Movement = this.Movement.WithXAndZ ();
// change heading to match movement input
//if (Movement.sqrMagnitude > float.Epsilon)
//{
// Heading = Vector3.Scale(Movement, new Vector3(1f, 0f, 1f)).normalized;
//}
// change velocity based on movement input and current speed extracted from anim
float modelVel = Mathf.Abs( PlayerModel.Velocity [PlayerModel.VelocityAxis] );
//Vector3 localMovement = this.transform.InverseTransformDirection (this.Movement);
//Vector3 globalMovement = this.transform.TransformDirection( Vector3.Scale( localMovement, modelVel ) );
Vector3 vDiff = this.Movement * modelVel - new Vector3(Velocity.x, 0f, Velocity.z);
Velocity += vDiff;
// apply gravity
Velocity = new Vector3(Velocity.x, characterController.isGrounded
? 0f : Velocity.y - (-Physics.gravity.y) * 2f * Time.fixedDeltaTime, Velocity.z);
// finally, move the character
characterController.Move(Velocity * Time.fixedDeltaTime);
// if(!IsLocalPlayer)
// {
// Velocity = characterController.velocity;
// }
}
public void StartFiring ()
{
if (!this.IsAiming)
return;
((Peds.States.IAimState)this.CurrentState).StartFiring();
}
public void StopFiring ()
{
if (!this.IsFiring)
return;
((Peds.States.IFireState)this.CurrentState).StopFiring();
}
public void ResetInput ()
{
this.ResetMovementInput ();
this.MouseMoveInput = Vector2.zero;
this.MouseScrollInput = Vector2.zero;
this.IsAimOn = this.IsFireOn = false;
}
public void ResetMovementInput ()
{
this.IsWalkOn = this.IsRunOn = this.IsSprintOn = false;
this.Movement = Vector3.zero;
this.IsJumpOn = false;
}
public void OnFireButtonPressed ()
{
if (this.CurrentState != null)
this.CurrentState.OnFireButtonPressed ();
}
public void OnAimButtonPressed ()
{
if (this.CurrentState != null)
this.CurrentState.OnAimButtonPressed ();
}
public void OnSubmitPressed ()
{
if (this.CurrentState != null)
{
this.CurrentState.OnSubmitPressed ();
}
}
public void OnJumpButtonPressed ()
{
if (this.CurrentState != null)
this.CurrentState.OnJumpPressed ();
}
public void OnCrouchButtonPressed ()
{
if (this.CurrentState != null)
this.CurrentState.OnCrouchButtonPressed ();
}
public void OnNextWeaponButtonPressed ()
{
if (this.CurrentState != null)
this.CurrentState.OnNextWeaponButtonPressed ();
}
public void OnPreviousWeaponButtonPressed ()
{
if (this.CurrentState != null)
this.CurrentState.OnPreviousWeaponButtonPressed ();
}
public void OnFlyButtonPressed ()
{
if (this.CurrentState != null)
this.CurrentState.OnFlyButtonPressed ();
}
public void OnFlyThroughButtonPressed ()
{
if (this.CurrentState != null)
this.CurrentState.OnFlyThroughButtonPressed ();
}
void OnDrawGizmosSelected ()
{
// draw heading ray
Gizmos.color = Color.blue;
Gizmos.DrawLine (this.transform.position, this.transform.position + this.Heading);
// draw movement ray
Gizmos.color = Color.green;
Gizmos.DrawLine (this.transform.position, this.transform.position + this.Movement);
}
}
}