mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-30 15:59:09 +00:00
134 lines
2.6 KiB
C#
134 lines
2.6 KiB
C#
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using UnityEngine;
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using SanAndreasUnity.Utilities;
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using SanAndreasUnity.Importing.Animation;
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namespace SanAndreasUnity.Behaviours.Peds.States
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{
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public class RollState : BaseMovementState
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{
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public override AnimId movementAnim { get { return m_rollLeft ? new AnimId ("ped", "Crouch_Roll_L") : new AnimId ("ped", "Crouch_Roll_R"); } }
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public override AnimId movementWeaponAnim { get { return this.movementAnim; } }
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private bool m_rollLeft = false;
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private AnimationState m_animState;
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public bool CanRoll()
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{
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if( this.IsActiveState )
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return false;
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return true;
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}
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public bool Roll(bool left)
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{
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if( !this.CanRoll() )
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return false;
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m_rollLeft = left;
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m_ped.SwitchState<RollState>();
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return true;
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}
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public override void OnBecameActive ()
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{
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base.OnBecameActive();
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m_animState = m_model.PlayAnim( this.movementAnim );
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m_animState.wrapMode = WrapMode.Once;
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m_model.VelocityAxis = 0; // movement will be done along x axis
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}
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protected override void SwitchToMovementState ()
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{
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// don't switch to any state from here - we'll switch when anim finishes
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}
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protected override void SwitchToAimState ()
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{
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// don't switch to any state from here - we'll switch when anim finishes
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}
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protected override void UpdateHeading ()
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{
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m_ped.Heading = m_ped.transform.forward;
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}
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protected override void UpdateRotation ()
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{
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// don't change rotation
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}
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protected override void UpdateMovement ()
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{
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m_ped.Movement = m_rollLeft ? -m_ped.transform.right : m_ped.transform.right;
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base.UpdateMovement();
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}
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protected override void UpdateAnims ()
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{
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// correct local x position of root frame
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Vector3 pos = m_model.RootFrame.transform.localPosition;
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pos.x = 0f;
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m_model.RootFrame.transform.localPosition = pos;
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}
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public override void LateUpdateState ()
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{
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base.LateUpdateState();
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if( !this.IsActiveState )
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return;
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// check if anim is finished
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if( null == m_animState || !m_animState.enabled )
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{
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// anim finished
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// switch to other state
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// try to switch to crouch aim state
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CrouchState.SwitchToAimState(m_ped);
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if( !this.IsActiveState )
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return;
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// switch to crouch state
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m_ped.SwitchState<CrouchState>();
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}
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}
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public override void OnSubmitPressed ()
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{
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// ignore
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}
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public override void OnJumpPressed ()
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{
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// ignore
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}
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public override void OnCrouchButtonPressed ()
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{
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// ignore
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}
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public override void OnFlyButtonPressed ()
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{
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// ignore
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}
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public override void OnFlyThroughButtonPressed ()
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{
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// ignore
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}
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}
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}
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