2020-05-31 17:07:22 +00:00
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using UnityEngine;
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2019-04-29 18:27:17 +00:00
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using SanAndreasUnity.Net;
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2019-04-29 22:18:19 +00:00
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using Mirror;
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2019-04-29 22:40:26 +00:00
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using SanAndreasUnity.Utilities;
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2020-05-31 17:07:22 +00:00
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namespace SanAndreasUnity.Behaviours.Vehicles
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{
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public class VehicleController : NetworkBehaviour
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{
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private Vehicle m_vehicle;
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2019-04-29 23:23:31 +00:00
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[SyncVar] int m_net_id;
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[SyncVar] float m_net_acceleration;
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[SyncVar] float m_net_steering;
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[SyncVar] float m_net_braking;
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2019-04-30 00:37:29 +00:00
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[SyncVar] Vector3 m_net_linearVelocity;
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[SyncVar] Vector3 m_net_angularVelocity;
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2019-04-29 23:23:31 +00:00
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// is it better to place syncvars in Vehicle class ? - that way, there is no need for hooks
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// - or we could assign/read syncvars in Update()
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2020-05-31 17:07:22 +00:00
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2019-04-29 22:18:19 +00:00
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2020-05-31 17:07:22 +00:00
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private void Awake()
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{
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//m_vehicle = GetComponent<Vehicle>();
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2020-05-31 17:07:22 +00:00
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}
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2019-04-29 23:41:18 +00:00
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internal void OnAfterCreateVehicle()
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{
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m_vehicle = this.GetComponent<Vehicle>();
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m_net_id = m_vehicle.Definition.Id;
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}
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public override void OnStartClient()
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{
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base.OnStartClient();
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if (!NetStatus.IsServer)
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{
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// load vehicle on clients
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F.RunExceptionSafe( () => {
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m_vehicle = Vehicle.Create(this.gameObject, m_net_id, null, this.transform.position, this.transform.rotation);
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});
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2019-04-29 22:18:19 +00:00
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}
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}
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2020-05-31 17:07:22 +00:00
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private void Update()
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{
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this.ProcessSyncvars();
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var driverSeat = m_vehicle.DriverSeat;
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if (null == driverSeat || null == driverSeat.OccupyingPed)
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{
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if (NetStatus.IsServer)
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this.ResetInput();
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return;
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}
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if (driverSeat.OccupyingPed != Ped.Instance)
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return;
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// local ped is occupying driver seat
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2019-04-29 22:59:21 +00:00
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if (!GameManager.CanPlayerReadInput())
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this.ResetInput();
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else
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this.ReadInput();
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PedSync.Local.SendVehicleInput(m_vehicle.Accelerator, m_vehicle.Steering, m_vehicle.Braking);
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}
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2019-04-29 23:41:18 +00:00
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void ProcessSyncvars()
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{
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if (NetStatus.IsServer)
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{
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m_net_acceleration = m_vehicle.Accelerator;
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m_net_steering = m_vehicle.Steering;
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m_net_braking = m_vehicle.Braking;
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2019-04-30 00:37:29 +00:00
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m_net_linearVelocity = m_vehicle.RigidBody.velocity;
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m_net_angularVelocity = m_vehicle.RigidBody.angularVelocity;
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}
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else
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{
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m_vehicle.Accelerator = m_net_acceleration;
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m_vehicle.Steering = m_net_steering;
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m_vehicle.Braking = m_net_braking;
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2019-04-30 00:37:29 +00:00
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if (VehicleManager.Instance.syncLinearVelocity)
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m_vehicle.RigidBody.velocity = m_net_linearVelocity;
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if (VehicleManager.Instance.syncAngularVelocity)
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m_vehicle.RigidBody.angularVelocity = m_net_angularVelocity;
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}
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}
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2019-04-29 22:59:21 +00:00
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void ResetInput()
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{
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m_vehicle.Accelerator = 0;
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m_vehicle.Steering = 0;
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m_vehicle.Braking = 0;
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}
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2020-05-31 17:07:22 +00:00
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2019-04-29 22:59:21 +00:00
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void ReadInput()
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{
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var accel = Input.GetAxis("Vertical");
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var brake = Input.GetButton("Brake") ? 1.0f : 0.0f;
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var speed = Vector3.Dot(m_vehicle.Velocity, m_vehicle.transform.forward);
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if (speed * accel < 0f)
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{
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brake = Mathf.Max(brake, 0.75f);
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accel = 0f;
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}
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2019-04-29 22:11:14 +00:00
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m_vehicle.Accelerator = accel;
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m_vehicle.Steering = Input.GetAxis("Horizontal");
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m_vehicle.Braking = brake;
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}
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2019-04-29 18:27:17 +00:00
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2020-05-31 17:07:22 +00:00
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}
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}
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