SanAndreasUnity/Assets/Scripts/Behaviours/PedManager.cs

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using System.Collections.Generic;
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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using SanAndreasUnity.Behaviours.World;
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using UnityEngine;
namespace SanAndreasUnity.Behaviours
{
public class PedManager : MonoBehaviour
{
public static PedManager Instance { get; private set; }
public GameObject pedPrefab;
public float pedTurnSpeed = 10f;
public bool showPedSpeedometer = true;
public LayerMask groundFindingIgnoredLayerMask = 0;
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public FocusPointParameters playerPedFocusPointParameters = new FocusPointParameters(false, 0f, 3f);
public FocusPointParameters npcPedFocusPointParameters = FocusPointParameters.Default;
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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public float minTimeToReturnToAimState = 0.33f;
public float minTimeToReturnToNonAimStateFromAimState = 0.25f;
public float timeUntilMovementStateCanBeSwitchedToOtherMovementState = 0.166f;
public float timeUntilMovementStateCanBeEnteredFromOtherMovementState = 0.166f;
public float timeUntilAimMovementStateCanBeSwitchedToOtherAimMovementState = 0.166f;
public float timeUntilAimMovementStateCanBeEnteredFromOtherAimMovementState = 0.166f;
public float timeIntervalToUpdateUnderAimStatus = 0.25f;
[Header("Camera")]
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public float cameraDistanceFromPed = 3f;
public float minCameraDistanceFromPed = 2f;
public float maxCameraDistanceFromPed = 30f;
public LayerMask cameraRaycastIgnoredLayerMask = 0;
[Header("Damage")]
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[Range(0f, 10f)] public float pedDamageMultiplier = 1f;
public float legAndArmDamageMultiplier = 0.8f;
public float stomachAndChestDamageMultiplier = 1.0f;
public float headDamageMultiplier = 4.0f;
public float inflictedDamageMessageVelocityInScreenPerc = 0.2f;
public float inflictedDamageMessageLifetime = 1.0f;
public Color inflictedDamageMessageColor = Color.green;
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[Header("Health bar")]
public float healthBarVisibleTimeAfterDamage = 3f;
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public float healthBarWorldWidth = 0.5f;
public float healthBarWorldHeight = 0.1f;
public float healthBarMaxScreenHeight = 20f;
public float healthBarVerticalOffset = 0.3f;
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public Color healthColor = Color.red;
public Color healthBackgroundColor = (Color.red + Color.black) * 0.5f;
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[Header("Ped AI")]
public float AIStoppingDistance = 3f;
public float AIVehicleEnterDistance = 1.25f;
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public float AIWeaponHearingDistance = 40f;
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[Header("Net")]
public float pedSyncRate = 10;
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[Header("Ragdoll")]
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public GameObject ragdollPrefab;
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public float ragdollMass = 100f;
public float ragdollLifetime = 30f;
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public float ragdollDrag = 0.05f;
public float ragdollMaxDepenetrationVelocity = 10f;
public float ragdollDamageForce = 4f;
public float ragdollDamageForceWhenDetached = 4f;
public CollisionDetectionMode ragdollCollisionDetectionMode = CollisionDetectionMode.Discrete;
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[Range(1, 60)] public float ragdollSyncRate = 20f;
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public RigidbodyInterpolation ragdollInterpolationMode = RigidbodyInterpolation.Extrapolate;
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void Awake ()
{
Instance = this;
}
}
}