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

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using UnityEngine;
using SanAndreasUnity.Utilities;
using SanAndreasUnity.Behaviours.Vehicles;
using SanAndreasUnity.Behaviours.World;
using SanAndreasUnity.Importing.Animation;
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using System.Linq;
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namespace SanAndreasUnity.Behaviours.Peds.States
{
public class VehicleEnteringState : BaseVehicleState
{
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Coroutine m_coroutine;
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bool m_immediate = false;
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public override void OnBecameActive()
{
base.OnBecameActive();
this.EnterVehicleInternal();
}
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public override void OnBecameInactive()
{
// restore everything
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m_immediate = false;
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this.Cleanup();
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if (m_coroutine != null)
StopCoroutine(m_coroutine);
m_coroutine = null;
base.OnBecameInactive();
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}
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public override void OnSwitchedStateByServer(byte[] data)
{
// just in case, reset this variable
m_immediate = false;
base.OnSwitchedStateByServer(data);
}
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public static void PreparePedForVehicle(Ped ped, Vehicle vehicle, Vehicle.Seat seat)
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{
seat.OccupyingPed = ped;
ped.characterController.enabled = false;
ped.transform.SetParent(seat.Parent);
ped.transform.localPosition = Vector3.zero;
ped.transform.localRotation = Quaternion.identity;
ped.PlayerModel.IsInVehicle = true;
if (!VehicleManager.Instance.syncPedTransformWhileInVehicle) {
if (ped.NetTransform != null)
ped.NetTransform.enabled = false;
}
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}
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public bool TryEnterVehicle(Vehicle vehicle, Vehicle.SeatAlignment seatAlignment, bool immediate = false)
{
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Net.NetStatus.ThrowIfNotOnServer();
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if (!this.CanEnterVehicle (vehicle, seatAlignment))
return false;
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this.EnterVehicle(vehicle, seatAlignment, immediate);
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return true;
}
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internal void EnterVehicle(Vehicle vehicle, Vehicle.SeatAlignment seatAlignment, bool immediate)
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{
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// first assign params
this.CurrentVehicle = vehicle;
this.CurrentVehicleSeat = vehicle.GetSeat (seatAlignment);
m_immediate = immediate;
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// switch state here
m_ped.SwitchState<VehicleEnteringState>();
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}
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void EnterVehicleInternal()
{
Vehicle vehicle = this.CurrentVehicle;
Vehicle.Seat seat = this.CurrentVehicleSeat;
bool immediate = m_immediate;
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PreparePedForVehicle(m_ped, vehicle, seat);
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if (seat.IsDriver)
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{
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// TODO: this should be done when ped enters the car - or, it should be removed, because
// vehicle should know if it has a driver
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vehicle.StartControlling();
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// if (m_isServer) {
// var p = Net.Player.GetOwningPlayer(m_ped);
// if (p != null)
// Net.NetManager.AssignAuthority(vehicle.gameObject, p);
// }
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}
if (!vehicle.IsNightToggled && WorldController.IsNight)
vehicle.IsNightToggled = true;
else if (vehicle.IsNightToggled && !WorldController.IsNight)
vehicle.IsNightToggled = false;
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// send message to clients
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if (m_isServer)
{
if (!immediate)
{
foreach(var pedSync in Net.Player.AllPlayers.Select(p => p.GetComponent<Net.PedSync>()))
pedSync.PedStartedEnteringVehicle(m_ped);
}
}
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m_coroutine = StartCoroutine (EnterVehicleAnimation (seat, immediate));
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}
private System.Collections.IEnumerator EnterVehicleAnimation(Vehicle.Seat seat, bool immediate)
{
var animIndex = seat.IsLeftHand ? AnimIndex.GetInLeft : AnimIndex.GetInRight;
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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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if (!immediate)
{
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var animState = m_model.PlayAnim(AnimGroup.Car, animIndex, PlayMode.StopAll);
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animState.wrapMode = WrapMode.Once;
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// wait until anim is finished or vehicle is destroyed
while (animState.enabled && this.CurrentVehicle != null)
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{
yield return new WaitForEndOfFrame();
}
}
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// check if vehicle is alive
if (null == this.CurrentVehicle)
{
// vehicle destroyed in the meantime ? hmm... ped is a child of vehicle, so it should be
// destroyed as well ?
// anyway, switch to stand state
if (m_isServer)
m_ped.SwitchState<StandState>();
yield break;
}
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// ped now completely entered the vehicle
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// call method from VehicleSittingState - he will switch state
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if (m_isServer)
m_ped.GetStateOrLogError<VehicleSittingState> ().EnterVehicle(this.CurrentVehicle, seat);
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}
}
}