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

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using UnityEngine;
using SanAndreasUnity.Utilities;
using SanAndreasUnity.Importing.Animation;
namespace SanAndreasUnity.Behaviours.Peds.States
{
public class RollState : BaseMovementState
{
public override AnimId movementAnim { get { return m_rollLeft ? new AnimId ("ped", "Crouch_Roll_L") : new AnimId ("ped", "Crouch_Roll_R"); } }
public override AnimId movementWeaponAnim { get { return this.movementAnim; } }
private bool m_rollLeft = false;
private AnimationState m_animState;
public bool CanRoll()
{
if( this.IsActiveState )
return false;
return true;
}
public bool Roll(bool left)
{
if( !this.CanRoll() )
return false;
m_rollLeft = left;
m_ped.SwitchState<RollState>();
return true;
}
public override void OnBecameActive ()
{
base.OnBecameActive();
m_animState = m_model.PlayAnim( this.movementAnim );
// clients have wrap mode set to 'Loop', because state can be switched very fast between roll and crouchaim, and
// server will not update current state syncvar, so client will not start the state again,
// and roll state will remain
m_animState.wrapMode = m_isServer ? WrapMode.Once : WrapMode.Loop;
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m_model.VelocityAxis = 0; // movement will be done along x axis
}
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public override byte[] GetAdditionalNetworkData()
{
var writer = new Mirror.NetworkWriter();
writer.Write("roll");
writer.Write(m_rollLeft);
return writer.ToArray();
}
public override void OnSwitchedStateByServer(byte[] data)
{
var reader = new Mirror.NetworkReader(data);
string magicWord = reader.ReadString();
if (magicWord != "roll")
Debug.LogErrorFormat("wrong magic word when switching to roll state: {0}", magicWord);
m_rollLeft = reader.ReadBoolean();
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m_ped.SwitchState(this.GetType());
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}
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protected override void SwitchToMovementState ()
{
// don't switch to any state from here - we'll switch when anim finishes
}
protected override void SwitchToAimState ()
{
// don't switch to any state from here - we'll switch when anim finishes
}
protected override void UpdateHeading ()
{
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if (m_isServer || m_ped.IsControlledByLocalPlayer)
m_ped.Heading = m_ped.transform.forward;
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}
protected override void UpdateRotation ()
{
// don't change rotation
}
protected override void UpdateMovement ()
{
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// adjust movement input before updating movement
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// because only server performs moving, we'll do this only on server
// also, we should preserve movement input - this is needed because, if we exit roll state,
// we could quickly switch back to it, because we overrided client's movement input
Vector3 originalMovementInput = m_ped.Movement;
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if (m_isServer)
m_ped.Movement = m_rollLeft ? -m_ped.transform.right : m_ped.transform.right;
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base.UpdateMovement();
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m_ped.Movement = originalMovementInput;
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}
protected override void UpdateAnims ()
{
// correct local x position of root frame
Vector3 pos = m_model.RootFrame.transform.localPosition;
pos.x = 0f;
m_model.RootFrame.transform.localPosition = pos;
}
public override void LateUpdateState ()
{
base.LateUpdateState();
if( !this.IsActiveState )
return;
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if (m_isServer)
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{
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// check if anim is finished
if( null == m_animState || !m_animState.enabled )
{
// anim finished
// switch to other state
// try to switch to crouch aim state
CrouchState.SwitchToAimState(m_ped);
if( !this.IsActiveState )
return;
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// switch to crouch state
m_ped.SwitchState<CrouchState>();
}
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}
}
public override void OnSubmitPressed ()
{
// ignore
}
public override void OnJumpPressed ()
{
// ignore
}
public override void OnCrouchButtonPressed ()
{
// ignore
}
public override void OnFlyButtonPressed ()
{
// ignore
}
public override void OnFlyThroughButtonPressed ()
{
// ignore
}
}
}