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;
public static IEnumerable<Rigidbody> AllVehicleRigidBodies => AllVehicles.Select(v => v.RigidBody).Where(r => r != null);
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private static int _sLayer = -1;
[HideInInspector]
public Light m_frontLeftLight, m_frontRightLight, m_rearLeftLight, m_rearRightLight;
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private bool frontLeftLightOk = true, frontRightLightOk = true, rearLeftLightOk = true, rearRightLightOk = true;
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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; } }
public static int MeshLayer => UnityEngine.LayerMask.NameToLayer("VehicleMesh");
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public static int MeshLayerMask => 1 << MeshLayer;
public static readonly Color32 DefaultVehicleColor = default;
private readonly Color32[] _colors = { DefaultVehicleColor, DefaultVehicleColor, DefaultVehicleColor, DefaultVehicleColor };
public IReadOnlyList<Color32> Colors => _colors;
private readonly float[] _lights = { 0, 0, 0, 0 };
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private MaterialPropertyBlock _props;
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private static readonly int CarColorPropertyId = Shader.PropertyToID("_CarColor");
private static readonly int CarEmissionPropertyId = Shader.PropertyToID("_CarEmission");
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private bool _colorsChanged, _isNightToggled;
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public event System.Action onColorsChanged = delegate {};
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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;
public Mirror.NetworkIdentity NetIdentity { get; private set; }
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public Mirror.NetworkTransform NetTransform { get; private set; }
List<Ped> m_lastPreparedPeds = new List<Ped>();
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public string DescriptionForLogging
{
get
{
if (this.Definition != null)
return $"(modelId={this.Definition.Id}, name={this.Definition.GameName})";
else
return $"(gameObjectName={this.gameObject.name}, instanceId={this.GetInstanceID()})";
}
}
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private void Awake()
{
this.NetIdentity = this.GetComponentOrThrow<Mirror.NetworkIdentity>();
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this.NetTransform = this.GetComponent<Mirror.NetworkTransform>();
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_props = new MaterialPropertyBlock();
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this.Awake_Damage();
this.Awake_Radio();
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}
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void OnEnable()
{
s_vehicles.Add(this);
}
void OnDisable()
{
s_vehicles.Remove(this);
VehiclePhysicsConstants.Changed -= this.UpdateValues;
this.OnDisable_Radio();
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if (this.HighDetailMeshesParent != null)
{
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Destroy(this.HighDetailMeshesParent.gameObject);
}
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}
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void Start()
{
this.ApplySyncRate(VehicleManager.Instance.vehicleSyncRate);
this.Start_Radio();
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Debug.Log($"Created vehicle {this.DescriptionForLogging}, time: {F.CurrentDateForLogging}");
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}
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public void SetColors(params int[] clrIndices)
{
this.SetColors(CarColors.FromIndices(clrIndices));
}
public void SetColors(Color32[] colors)
{
/*if (colors.Length > 4)
throw new System.ArgumentException("Vehicle can not have more than 4 colors");*/
for (int i = 0; i < 4 && i < colors.Length; ++i)
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{
if (_colors[i].Equals(colors[i]))
continue;
_colors[i] = colors[i];
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_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 bool IsLocalPedInside()
{
var ped = Ped.Instance;
if (ped != null)
{
return this.Seats.Exists(s => s.OccupyingPed == ped);
}
return false;
}
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public void StopControlling()
{
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//Destroy(_controller);
//_controller = null;
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}
internal void OnPedPreparedForVehicle(Ped ped, Seat seat)
{
int numPedsToAdd = this.Seats.Count - m_lastPreparedPeds.Count;
for (int i = 0; i < numPedsToAdd; i++)
{
m_lastPreparedPeds.Add(null);
}
int index = this.Seats.FindIndex(s => s == seat);
if (m_lastPreparedPeds[index] == ped)
return;
m_lastPreparedPeds[index] = ped;
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seat.TimeWhenPedChanged = Time.time;
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this.OnPedAssignedToVehicle_Radio(ped, seat);
}
internal void OnPedRemovedFromVehicle(Ped ped, Seat seat)
{
int numPedsToAdd = this.Seats.Count - m_lastPreparedPeds.Count;
for (int i = 0; i < numPedsToAdd; i++)
{
m_lastPreparedPeds.Add(null);
}
int index = this.Seats.FindIndex(s => s == seat);
m_lastPreparedPeds[index] = null;
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seat.TimeWhenPedChanged = Time.time;
}
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private void UpdateMaterials()
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{
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if (!_colorsChanged)
return;
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_colorsChanged = false;
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UpdateMaterials(_frames, _colors, _lights, _props);
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F.InvokeEventExceptionSafe(this.onColorsChanged);
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}
public static void UpdateMaterials(
FrameContainer frames,
Color32[] paintJobColors,
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float[] lights,
MaterialPropertyBlock materialPropertyBlock)
{
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Color32 headLightColor = new Color32(255, 255, 255, 255);
Color32 tailLightColor = new Color32(255, 255, 255, 255);
// compute car colors
Color32[] carColors = new []
{
new Color32(255, 255, 255, 255),
paintJobColors[0],
paintJobColors[1],
paintJobColors[2],
paintJobColors[3],
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headLightColor,
headLightColor,
tailLightColor,
tailLightColor,
};
// compute car emissions
float[] carEmissions = new[]
{
0f,
0f,
0f,
0f,
0f,
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Mathf.Exp(lights[0] * 2) - 1,
Mathf.Exp(lights[1] * 2) - 1,
Mathf.Exp(lights[2] * 2) - 1,
Mathf.Exp(lights[3] * 2) - 1,
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};
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foreach (var frame in frames)
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{
var mr = frame.GetComponent<MeshRenderer>();
if (mr == null) continue;
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// get color index from each material, and assign properties accordingly
var materials = mr.sharedMaterials;
for (int i = 0; i < materials.Length; i++)
{
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int carColorIndex = materials[i].GetInt(Importing.Conversion.Geometry.CarColorIndexId);
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materialPropertyBlock.SetColor(CarColorPropertyId, carColors[carColorIndex]);
materialPropertyBlock.SetFloat(CarEmissionPropertyId, carEmissions[carColorIndex]);
mr.SetPropertyBlock(materialPropertyBlock, i);
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}
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}
}
private void Update()
{
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if (Net.NetStatus.IsServer
|| (this.IsControlledByLocalPlayer && VehicleManager.Instance.controlWheelsOnLocalPlayer && ! VehicleManager.Instance.destroyWheelCollidersOnClient))
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{
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foreach (var wheel in _wheels)
{
Vector3 position = Vector3.zero;
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WheelHit wheelHit;
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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;
}
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wheel.Child.transform.localPosition = position;
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UpdateWheelRotation(wheel, wheel.Collider.rpm, wheel.Collider.steerAngle);
}
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}
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this.UpdateMaterials();
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this.Update_Damage();
this.Update_Radio();
this.UpdateHighDetailMeshes();
new world loading system (#110) * wip * much faster world creation * add StaticGeometryInspector * disable child/parent logic and fading * rename * (de)activate objects based on parent * set draw distance based on layers * ... * wip * wip * wip * remove unused param * prevent concurrent modification * ... * catch exceptions when notifying * ... * notify about area, not objects * limit public access to Area * ... * ... * allow public access * add public api * adapt code * pass callback to ctor * adapt focus points * fix * fix intersection check * support rectangles * adjust parameters in prefab * this should fix IsInsideOf() * ... * ... * fix getting area by index * create area if not exists * ... * ... * ... * wip for distance levels * remove constraint on generic parameter * add some validation * fix * fix draw distance per level * change time of day in which lights are visible * add todos * don't use id for UnRegisterFocusPoint() * use hash set for storing focus points * add 1 more level * mark area for update only if visibility changes * profile WorldSystem calls * add some profiling sections * limit time per frame for LoadingThread * switch custom concurrent queue * copy jobs to buffer * rename * change max draw distance setting * wait one more frame * try to remove 801 distance level to remove holes * attempt to hide interiors, but failed * delete no longer needed script * optimization * some error checking * add camera as focus point * dont add camera as focus point in headless mode * working on load priority * fix bug - load priority finished * ... * small optimizations * ... * ... * remove unneeded variable * add fading * dont do fading in headless mode * fadeRate available in inspector * change fade rate * take into account if geometry is loaded when checking if object should be visible, and if fading should be done * small optimization * cache IsInHeadlessMode * display Instance info in inspector * move interiors up in the sky * rename * adapt code to different y pos of interiors * refactor * fix finding matched enex for enexes that lead to the same interior level * display new world stats * rename * rename class * ... * ... * extract function * extract parameters into a struct * add focus point to dead body * add focus point to vehicle * add focus point to vehicle detached parts * remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map * dont use focus points on vehicle and vehicle detached parts, when not on server * add focus point for npc peds * add possibility to set timeout during which focus point keeps revealing after it's destroyed * adapt UnRegisterFocusPoint() to timeout * rename * adapt code * cleanup MapObject class * ... * converting to `lock()` * optimize method: use 1 lock instead of 3 * call OnObjectFinishedLoading() instead of AddToLoadedObjects() * ... * make sure it's main thread * AsyncLoader is no longer thread safe * convert static members to non-static in LoadingThread * fix * ... * store indexes for each area * impl GetAreaCenter() * calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ; * add support for changing draw distance at runtime * delay setting the new value by 0.2 s * have a separate default max draw distance for mobile platforms * adjust y axis world params so that number of visible areas is reduced * remove "camera far clip plane" setting * rename * document flags * rename * disable shadow casting and receiving for some objects * allow casting shadows for LODs with large draw distance * remove "WorldSystem" layer * revert layer
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if (Net.NetStatus.IsServer && this.transform.position.y < -2000f)
{
Object.Destroy(this.gameObject);
}
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}
private void FixedUpdate()
{
// NetworkingFixedUpdate();
PhysicsFixedUpdate();
}
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public static void UpdateWheelRotation(Wheel wheel, float rpm, float steerAngle)
{
// reset the yaw
wheel.Child.localRotation = wheel.Roll;
// calculate new roll
wheel.Child.Rotate(wheel.IsLeftHand ? Vector3.left : Vector3.right, rpm / 60.0f * 360.0f * Time.deltaTime);
wheel.Roll = wheel.Child.localRotation;
// apply yaw
wheel.Child.localRotation = Quaternion.AngleAxis(steerAngle, Vector3.up) * wheel.Roll;
}
void UpdateHighDetailMeshes()
{
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this.HighDetailMeshesParent.SetPositionAndRotation(this.transform.position, this.transform.rotation);
for (int i = 0; i < m_highDetailMeshObjectsToUpdate.Count; i++)
{
var item = m_highDetailMeshObjectsToUpdate[i];
item.Value.SetPositionAndRotation(item.Key.position, item.Key.rotation);
}
}
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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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}
}