mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-27 14:30:17 +00:00
153 lines
6 KiB
C#
153 lines
6 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace SanAndreasUnity.Behaviours.Vehicles
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{
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public static class VehicleAPI
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{
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#region "Lights"
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public const float constDamageFactor = 2, frontLightIntensity = 1.5f;
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public static Dictionary<VehicleLight, Vector3> blinkerPos = new Dictionary<VehicleLight, Vector3>();
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internal static Light SetCarLight(Vehicle vehicle, Transform parent, VehicleLight light, Vector3? pos = null)
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{
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GameObject gameObject = null;
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Light lightRet = SetCarLight(vehicle, parent, light, pos == null ? (IsLeftLight(light) ? new Vector3(-parent.localPosition.x * 2, 0, 0) : Vector3.zero) : pos.Value, out gameObject);
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// Now set its blinker
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Transform blinker = vehicle.transform.FindChildRecursive(parent.name + "2");
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// Note: If pixelLightCount is equal to 2 the blinker will never show
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//There is a bug, if the blinker is set the vehicle can't steer
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//if (blinker != null) // || testing ... QualitySettings.pixelLightCount > 2 // Not needed
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VehicleBlinker.Init(gameObject.transform, light, vehicle); //testing ? lightObj.transform :
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//Debug.Log("Is Blinker Null?: "+(blinker == null));
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return lightRet;
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}
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internal static Light SetCarLight(Vehicle vehicle, Transform parent, VehicleLight light, Vector3 pos, out GameObject go)
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{
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if (light == VehicleLight.All || light == VehicleLight.Front || light == VehicleLight.Rear) throw new System.Exception("Light must be right or left, can't be general!");
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Transform lightObj = new GameObject(GetLightName(light)).transform;
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lightObj.parent = parent;
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Quaternion rot = IsFrontLight(light) ? Quaternion.identity : Quaternion.Euler(Vector3.right * 180);
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lightObj.localPosition = pos;
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lightObj.localRotation = rot;
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Light ret = lightObj.gameObject.AddComponent<Light>();
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SetLightProps(GetVehicleLightParent(light).Value, ref ret);
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go = lightObj.gameObject;
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return ret;
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}
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internal static void LoopBlinker(VehicleBlinkerMode light, Action<Vector3> act)
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{
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try
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{
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switch (light)
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{
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case VehicleBlinkerMode.Left:
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act(blinkerPos[VehicleLight.FrontLeft]);
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act(blinkerPos[VehicleLight.RearLeft]);
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break;
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case VehicleBlinkerMode.Right:
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act(blinkerPos[VehicleLight.FrontRight]);
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act(blinkerPos[VehicleLight.RearRight]);
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break;
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}
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} catch { }
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}
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internal static bool IsFrontLight(VehicleLight light)
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{
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return light == VehicleLight.Front || light == VehicleLight.FrontLeft || light == VehicleLight.FrontRight;
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}
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internal static bool IsLeftLight(VehicleLight light)
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{
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//Debug.LogFormat("Light type: {0} ({1})", light, light == VehicleLight.FrontLeft || light == VehicleLight.RearLeft);
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return light == VehicleLight.FrontLeft || light == VehicleLight.RearLeft;
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}
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internal static string GetLightName(VehicleLight light)
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{
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if (light == VehicleLight.All || light == VehicleLight.Front || light == VehicleLight.Rear) throw new System.Exception("Light must be right or left, can't be general!");
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string lightName = light.ToString();
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return string.Format("{0}Light", (IsFrontLight(light) ? lightName.Substring(5) : lightName.Substring(4)).ToLower());
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}
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internal static VehicleLight? GetVehicleLightParent(VehicleLight light)
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{
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if (light == VehicleLight.All || light == VehicleLight.Front || light == VehicleLight.Rear) return null;
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string lightName = light.ToString();
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return (VehicleLight)System.Enum.Parse(typeof(VehicleLight), IsFrontLight(light) ? lightName.Substring(0, 5) : lightName.Substring(0, 4));
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}
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internal static bool IsValidIndividualLight(VehicleLight light)
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{
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return !(light == VehicleLight.All || light == VehicleLight.Front || light == VehicleLight.Rear);
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}
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internal static void SetLightProps(VehicleLight vehicleLight, ref Light light, bool isBlinker = false)
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{
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if (light == null) return;
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if (!isBlinker)
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switch (vehicleLight)
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{
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case VehicleLight.Front:
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case VehicleLight.FrontLeft:
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case VehicleLight.FrontRight:
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light.type = LightType.Spot;
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light.range = 60;
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light.spotAngle = 90;
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light.intensity = frontLightIntensity;
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break;
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case VehicleLight.Rear:
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case VehicleLight.RearLeft:
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case VehicleLight.RearRight:
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light.type = LightType.Spot;
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light.range = 20;
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light.spotAngle = 50;
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light.intensity = 1;
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light.color = Color.red;
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break;
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}
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else
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{
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light.type = LightType.Spot;
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light.range = 10;
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light.spotAngle = 140;
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light.intensity = .8f;
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light.color = new Color(1, .5f, 0);
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}
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}
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internal static IEnumerable<GameObject> GetLightObjects(GameObject gameObject)
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{
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return gameObject.GetComponentsInChildren<Light>().Select(x => x.gameObject);
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}
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internal static VehicleLight ParseFromBit(int bit)
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{
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return (VehicleLight)((int)Mathf.Pow(2, bit));
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}
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#endregion "Lights"
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}
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}
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