SanAndreasUnity/Assets/Scripts/Behaviours/Ped/States/VehicleExitingState.cs

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using UnityEngine;
using SanAndreasUnity.Utilities;
using SanAndreasUnity.Behaviours.Vehicles;
using SanAndreasUnity.Importing.Animation;
namespace SanAndreasUnity.Behaviours.Peds.States
{
public class VehicleExitingState : BaseVehicleState
{
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Coroutine m_coroutine;
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public override void OnBecameInactive()
{
this.Cleanup();
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if (m_coroutine != null)
StopCoroutine(m_coroutine);
m_coroutine = null;
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base.OnBecameInactive();
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}
public void ExitVehicle(bool immediate = false)
{
if (!m_ped.IsInVehicle || !m_ped.IsInVehicleSeat)
return;
// obtain current vehicle from Ped
this.CurrentVehicle = m_ped.CurrentVehicle;
this.CurrentVehicleSeat = m_ped.CurrentVehicleSeat;
// after obtaining parameters, switch to this state
m_ped.SwitchState<VehicleExitingState> ();
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VehicleEnteringState.PreparePedForVehicle(m_ped, this.CurrentVehicle, this.CurrentVehicleSeat);
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if (this.CurrentVehicleSeat.IsDriver)
this.CurrentVehicle.StopControlling();
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StartCoroutine (ExitVehicleAnimation (immediate));
}
private System.Collections.IEnumerator ExitVehicleAnimation(bool immediate)
{
var seat = this.CurrentVehicleSeat;
var animIndex = seat.IsLeftHand ? AnimIndex.GetOutLeft : AnimIndex.GetOutRight;
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m_model.VehicleParentOffset = Vector3.Scale(m_model.GetAnim(AnimGroup.Car, animIndex).RootStart, 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;
// wait until anim finishes or stops
while (animState.enabled)
yield return new WaitForEndOfFrame();
}
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// ped now completely exited the vehicle
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m_model.IsInVehicle = false;
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this.CurrentVehicle = null;
this.CurrentVehicleSeat = null;
seat.OccupyingPed = null;
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m_ped.transform.localPosition = m_model.VehicleParentOffset;
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m_ped.transform.localRotation = Quaternion.identity;
m_ped.transform.SetParent(null);
m_ped.characterController.enabled = true;
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m_model.VehicleParentOffset = Vector3.zero;
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// switch to stand state
m_ped.SwitchState<StandState> ();
}
}
}