SanAndreasUnity/Assets/Scripts/Behaviours/Vehicles/Vehicle.cs

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using SanAndreasUnity.Behaviours.World;
using SanAndreasUnity.Importing.Vehicles;
using SanAndreasUnity.Utilities;
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
using UnityEngine;
using VehicleDef = SanAndreasUnity.Importing.Items.Definitions.VehicleDef;
namespace SanAndreasUnity.Behaviours.Vehicles
{
public enum VehicleLight
{
FrontLeft = 1,
FrontRight = 2,
RearLeft = 4,
RearRight = 8,
Front = FrontLeft | FrontRight,
Rear = RearLeft | RearRight,
All = Front | Rear
}
public enum VehicleBlinkerMode
{
None, Left, Right, Emergency
}
#if CLIENT
public partial class Vehicle : Networking.Networkable
#else
public partial class Vehicle : MonoBehaviour
#endif
{
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static List<Vehicle> s_vehicles = new List<Vehicle>();
public static IEnumerable<Vehicle> AllVehicles => s_vehicles;
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public static int NumVehicles => s_vehicles.Count;
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private static int _sLayer = -1;
[HideInInspector]
public Light m_frontLeftLight, m_frontRightLight, m_rearLeftLight, m_rearRightLight;
private bool frontLeftLightOk = true, frontRightLightOk = true, rearLeftLightOk = true, rearRightLightOk = true,
m_frontLeftLightPowered = true, m_frontRightLightPowered = true, m_rearLeftLightPowered = true, m_rearRightLightPowered = true;
private const float blinkerSum = 1.5f;
private Material directionalLightsMat;
internal VehicleBlinkerMode blinkerMode;
public bool m_frontLeftLightOk
{
get
{
return frontLeftLightOk;
}
set
{
frontLeftLightOk = value;
SetLight(VehicleLight.FrontLeft, value ? 1 : 0);
}
}
public bool m_frontRightLightOk
{
get
{
return frontRightLightOk;
}
set
{
frontRightLightOk = value;
SetLight(VehicleLight.FrontRight, value ? 1 : 0);
}
}
public bool m_rearLeftLightOk
{
get
{
return rearLeftLightOk;
}
set
{
rearLeftLightOk = value;
SetLight(VehicleLight.RearLeft, value ? 1 : 0);
}
}
public bool m_rearRightLightOk
{
get
{
return rearRightLightOk;
}
set
{
rearRightLightOk = value;
SetLight(VehicleLight.RearRight, value ? 1 : 0);
}
}
public static int Layer
{
get { return _sLayer == -1 ? _sLayer = UnityEngine.LayerMask.NameToLayer("Vehicle") : _sLayer; }
}
public static int LayerMask { get { return 1 << Layer; } }
private static int _sLightsId = -1;
protected static int LightsId
{
get
{
return _sLightsId == -1 ? _sLightsId = Shader.PropertyToID("_Lights") : _sLightsId;
}
}
private static int[] _sCarColorIds;
protected static int[] CarColorIds
{
get
{
return _sCarColorIds ?? (_sCarColorIds = Enumerable.Range(1, 4)
.Select(x => Shader.PropertyToID(string.Format("_CarColor{0}", x)))
.ToArray());
}
}
private readonly int[] _colors = { 0, 0, 0, 0 };
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public int[] Colors => _colors;
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private readonly float[] _lights = { 1f, 1f, 1f, 1f };
private MaterialPropertyBlock _props;
private bool _colorsChanged, _isNightToggled;
private const float constRearNightIntensity = .7f;
public bool IsNightToggled
{
get
{
return _isNightToggled;
}
set
{
_isNightToggled = value;
SetLight(VehicleLight.FrontLeft, _isNightToggled ? VehicleAPI.frontLightIntensity : 0);
SetLight(VehicleLight.FrontRight, _isNightToggled ? VehicleAPI.frontLightIntensity : 0);
SetLight(VehicleLight.RearLeft, _isNightToggled ? constRearNightIntensity : 0);
SetLight(VehicleLight.RearRight, _isNightToggled ? constRearNightIntensity : 0);
}
}
private VehicleController _controller;
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bool m_isServer => Net.NetStatus.IsServer;
public bool IsControlledByLocalPlayer => Ped.Instance != null && Ped.Instance.CurrentVehicle == this && Ped.Instance.CurrentVehicleSeat.IsDriver;
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public Mirror.NetworkTransform NetTransform { get; private set; }
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private void Awake()
{
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this.NetTransform = this.GetComponent<Mirror.NetworkTransform>();
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_props = new MaterialPropertyBlock();
this.Awake_Radio();
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}
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void OnEnable()
{
s_vehicles.Add(this);
}
void OnDisable()
{
s_vehicles.Remove(this);
}
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void Start()
{
this.ApplySyncRate(VehicleManager.Instance.vehicleSyncRate);
this.Start_Radio();
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Debug.LogFormat("Created vehicle - id {0}, name {1}, time: {2}", this.Definition.Id,
this.Definition.GameName, F.CurrentDateForLogging);
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}
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public void SetColors(params int[] clrIndices)
{
for (var i = 0; i < 4 && i < clrIndices.Length; ++i)
{
if (_colors[i].Equals(clrIndices[i])) continue;
_colors[i] = clrIndices[i];
_colorsChanged = true;
}
}
private Light GetLight(VehicleLight light)
{
//if (light == VehicleLight.All || light == VehicleLight.Front || light == VehicleLight.Rear) throw new System.Exception("Light must be right or left, can't be general!");
switch (light)
{
case VehicleLight.FrontLeft:
return m_frontLeftLight;
case VehicleLight.FrontRight:
return m_frontRightLight;
case VehicleLight.RearLeft:
return m_rearLeftLight;
case VehicleLight.RearRight:
return m_rearRightLight;
}
return null;
}
private bool IsLightOk(VehicleLight light)
{
switch (light)
{
case VehicleLight.FrontLeft:
return m_frontLeftLightOk;
case VehicleLight.FrontRight:
return m_frontRightLightOk;
case VehicleLight.RearLeft:
return m_rearLeftLightOk;
case VehicleLight.RearRight:
return m_rearRightLightOk;
}
return true;
}
private bool IsAnyLightPowered()
{
if (_lights != null)
return _lights.Any(x => x > 0);
return false;
}
public void SetLight(VehicleLight light, float brightness)
{
brightness = Mathf.Clamp01(brightness);
for (var i = 0; i < 4; ++i)
{
var bit = 1 << i;
if (((int)light & bit) == bit)
{
VehicleLight parsedLight = (VehicleLight)bit; //VehicleAPI.ParseFromBit(i);
if (IsLightOk(parsedLight))
{
Light lightObj = GetLight(parsedLight);
bool mustRearPower = _isNightToggled && !VehicleAPI.IsFrontLight(light);
if (brightness > 0 || mustRearPower)
{
if (lightObj != null && !lightObj.enabled)
{
lightObj.enabled = true;
lightObj.intensity = mustRearPower ? constRearNightIntensity : brightness;
}
}
else
{
if (lightObj != null) lightObj.enabled = false;
}
SetLight(i, mustRearPower ? constRearNightIntensity : brightness);
}
}
}
}
private void SetLight(int index, float brightness)
{
if (_lights[index] == brightness) return;
_lights[index] = brightness;
_colorsChanged = true;
}
public VehicleDef Definition { get; private set; }
public Transform DriverTransform { get; private set; }
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public bool HasDriverSeat { get { return DriverTransform != null && DriverTransform.childCount > 0; } }
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public VehicleController StartControlling()
{
//SetAllCarLights();
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return _controller ?? (_controller = gameObject.GetOrAddComponent<VehicleController>());
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}
public void SetAllCarLights()
{
// Implemented: Add lights
Transform headlights = this.GetComponentWithName<Transform>("headlights"),
taillights = this.GetComponentWithName<Transform>("taillights");
Vehicle vh = gameObject.GetComponent<Vehicle>();
if (headlights != null)
{
m_frontLeftLight = VehicleAPI.SetCarLight(vh, headlights, VehicleLight.FrontLeft);
m_frontRightLight = VehicleAPI.SetCarLight(vh, headlights, VehicleLight.FrontRight);
}
if (taillights != null)
{
m_rearLeftLight = VehicleAPI.SetCarLight(vh, taillights, VehicleLight.RearLeft);
m_rearRightLight = VehicleAPI.SetCarLight(vh, taillights, VehicleLight.RearRight);
}
m_frontLeftLightOk = m_frontLeftLight != null;
m_frontRightLightOk = m_frontRightLight != null;
m_rearLeftLightOk = m_rearLeftLight != null;
m_rearRightLightOk = m_rearRightLight != null;
}
public SeatAlignment GetSeatAlignmentOfClosestSeat(Vector3 position)
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{
var seat = FindClosestSeat(position);
return seat != null ? seat.Alignment : SeatAlignment.None;
}
public Seat FindClosestSeat(Vector3 position)
{
if (this.Seats.Count < 1)
return null;
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return this.Seats.Aggregate((a, b) =>
Vector3.Distance(position, a.Parent.position) < Vector3.Distance(position, b.Parent.position) ? a : b);
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}
public Transform FindClosestSeatTransform(Vector3 position)
{
var seat = FindClosestSeat(position);
return seat != null ? seat.Parent : null;
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}
public Seat GetSeat(SeatAlignment alignment)
{
return _seats.FirstOrDefault(x => x.Alignment == alignment);
}
public Seat DriverSeat => _seats.FirstOrDefault(s => s.IsDriver);
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public Transform GetSeatTransform(SeatAlignment alignment)
{
var seat = GetSeat(alignment);
return seat != null ? seat.Parent : null;
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}
public void StopControlling()
{
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//Destroy(_controller);
//_controller = null;
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}
private void UpdateColors()
{
_colorsChanged = false;
var indices = CarColors.FromIndices(_colors);
for (var i = 0; i < 4; ++i)
_props.SetColor(CarColorIds[i], indices[i]);
_props.SetVector(LightsId, new Vector4(_lights[0], _lights[1], _lights[2], _lights[3]));
foreach (var frame in _frames)
{
var mr = frame.GetComponent<MeshRenderer>();
if (mr == null) continue;
mr.SetPropertyBlock(_props);
}
}
private void Update()
{
foreach (var wheel in _wheels)
{
Vector3 position = Vector3.zero;
WheelHit wheelHit;
if (wheel.Collider.GetGroundHit(out wheelHit))
{
position.y = (wheelHit.point.y - wheel.Collider.transform.position.y) + wheel.Collider.radius;
}
else
{
position.y -= wheel.Collider.suspensionDistance;
}
wheel.Child.transform.localPosition = position;
// reset the yaw
wheel.Child.localRotation = wheel.Roll;
// calculate new roll
wheel.Child.Rotate(wheel.IsLeftHand ? Vector3.left : Vector3.right, wheel.Collider.rpm / 60.0f * 360.0f * Time.deltaTime);
wheel.Roll = wheel.Child.localRotation;
// apply yaw
wheel.Child.localRotation = Quaternion.AngleAxis(wheel.Collider.steerAngle, Vector3.up) * wheel.Roll;
}
if (_colorsChanged)
{
UpdateColors();
}
this.Update_Radio();
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}
private void FixedUpdate()
{
// NetworkingFixedUpdate();
PhysicsFixedUpdate();
}
private IEnumerator DelayedBlinkersTurnOff()
{
yield return new WaitForSeconds(blinkerSum);
if (blinkerMode != VehicleBlinkerMode.None)
blinkerMode = VehicleBlinkerMode.None;
}
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public void ApplySyncRate(float syncRate)
{
foreach (var comp in this.GetComponents<Mirror.NetworkBehaviour>())
comp.syncInterval = 1.0f / syncRate;
// also assign it to NetworkTransform, because it may be disabled
if (this.NetTransform != null)
this.NetTransform.syncInterval = 1.0f / syncRate;
}
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}
}