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();
if (m_isServer) // clients will do this when vehicle gets assigned
this.EnterVehicleInternal();
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}
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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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}
protected override void OnVehicleAssigned()
{
this.EnterVehicleInternal();
}
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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;
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this.CurrentVehicleSeatAlignment = seatAlignment;
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m_immediate = immediate;
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// switch state
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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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BaseVehicleState.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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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
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while (animState != null && 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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}
}
}