2021-09-19 20:04:06 +00:00
|
|
|
using SanAndreasUnity.Importing.Paths;
|
|
|
|
using SanAndreasUnity.Utilities;
|
|
|
|
using UnityEngine;
|
|
|
|
|
|
|
|
namespace SanAndreasUnity.Behaviours.Peds.AI
|
|
|
|
{
|
|
|
|
public class PathMovementData // don't change to struct, it would be large
|
|
|
|
{
|
|
|
|
public PathNode? currentNode;
|
|
|
|
public PathNode? destinationNode;
|
|
|
|
public Vector3 moveDestination;
|
2021-09-19 20:33:51 +00:00
|
|
|
public float timeWhenAttemptedToFindClosestNode = 0f;
|
2021-09-19 22:44:31 +00:00
|
|
|
|
|
|
|
public void Cleanup()
|
|
|
|
{
|
|
|
|
this.currentNode = null;
|
|
|
|
this.destinationNode = null;
|
|
|
|
this.moveDestination = Vector3.zero;
|
|
|
|
this.timeWhenAttemptedToFindClosestNode = 0f;
|
|
|
|
}
|
2021-09-19 20:04:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
public class WalkAroundState : BaseState
|
|
|
|
{
|
|
|
|
private readonly PathMovementData _pathMovementData = new PathMovementData();
|
|
|
|
|
|
|
|
|
2021-09-19 22:44:31 +00:00
|
|
|
public override void OnBecameActive()
|
|
|
|
{
|
|
|
|
base.OnBecameActive();
|
|
|
|
|
|
|
|
if (this.ParameterForEnteringState is PathNode pathNode)
|
|
|
|
{
|
|
|
|
_pathMovementData.currentNode = _pathMovementData.destinationNode = pathNode;
|
|
|
|
_pathMovementData.moveDestination = PedAI.GetMoveDestinationBasedOnTargetNode(pathNode);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
_pathMovementData.Cleanup();
|
|
|
|
}
|
|
|
|
|
2021-09-19 20:04:06 +00:00
|
|
|
public override void UpdateState()
|
|
|
|
{
|
|
|
|
if (this.MyPed.IsInVehicleSeat)
|
|
|
|
{
|
|
|
|
// exit vehicle
|
|
|
|
this.MyPed.OnSubmitPressed();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.MyPed.IsInVehicle) // wait until we exit vehicle
|
|
|
|
return;
|
|
|
|
|
|
|
|
// check if we gained some enemies
|
|
|
|
_enemyPeds.RemoveDeadObjectsIfNotEmpty();
|
|
|
|
if (_enemyPeds.Count > 0)
|
|
|
|
{
|
|
|
|
_pedAI.StartChasing();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (PedAI.ArrivedAtDestinationNode(_pathMovementData, _ped.transform))
|
|
|
|
PedAI.OnArrivedToDestinationNode(_pathMovementData);
|
|
|
|
|
|
|
|
if (!_pathMovementData.destinationNode.HasValue)
|
|
|
|
{
|
2021-09-19 20:33:51 +00:00
|
|
|
PedAI.FindClosestWalkableNode(_pathMovementData, _ped.transform.position);
|
2021-09-19 20:04:06 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
this.MyPed.IsWalkOn = true;
|
|
|
|
this.MyPed.Movement = (_pathMovementData.moveDestination - this.MyPed.transform.position).normalized;
|
|
|
|
this.MyPed.Heading = this.MyPed.Movement;
|
|
|
|
}
|
2021-09-19 23:06:45 +00:00
|
|
|
|
|
|
|
protected internal override void OnMyPedDamaged(DamageInfo dmgInfo, Ped.DamageResult dmgResult)
|
|
|
|
{
|
|
|
|
_pedAI.StateContainer.GetStateOrThrow<IdleState>().HandleOnMyPedDamaged(dmgInfo, dmgResult);
|
|
|
|
}
|
2021-09-19 20:04:06 +00:00
|
|
|
}
|
|
|
|
}
|