mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-24 03:13:07 +00:00
115 lines
2.2 KiB
C#
115 lines
2.2 KiB
C#
|
using UnityEngine;
|
||
|
using SanAndreasUnity.Utilities;
|
||
|
using SanAndreasUnity.Importing.Weapons;
|
||
|
|
||
|
namespace SanAndreasUnity.Behaviours.Peds.States
|
||
|
{
|
||
|
|
||
|
/// <summary>
|
||
|
/// Base class for all movement-fire states.
|
||
|
/// </summary>
|
||
|
public abstract class BaseFireMovementState : BaseAimMovementState, IFireState
|
||
|
{
|
||
|
|
||
|
|
||
|
public override void UpdateState()
|
||
|
{
|
||
|
|
||
|
base.UpdateState ();
|
||
|
|
||
|
if (!this.IsActiveState)
|
||
|
return;
|
||
|
|
||
|
if (!m_ped.IsFireOn)
|
||
|
{
|
||
|
// stop firing ?
|
||
|
// - no, because fire anim may still be running
|
||
|
// when anim gets finished, we'll stop firing
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
protected override bool SwitchToNonAimMovementState ()
|
||
|
{
|
||
|
// we should not switch to non-aim state, but instead, when fire anim finishes, we will switch back to
|
||
|
// aim state
|
||
|
|
||
|
// TODO: but, watch out, weapon may become null - if someone else destroys a weapon or changes current weapon
|
||
|
// to Hand, then weapon will be null - we may never exit fire state, because aim anim will not be updated
|
||
|
|
||
|
// simply checking if weapon is null and exiting the state should solve the problem
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
protected override bool SwitchToFiringState ()
|
||
|
{
|
||
|
// switch to other fire movement state
|
||
|
SwitchToFireMovementStateBasedOnInput (m_ped);
|
||
|
return ! this.IsActiveState;
|
||
|
}
|
||
|
|
||
|
protected override bool SwitchToOtherAimMovementState ()
|
||
|
{
|
||
|
// don't switch to aim states, because fire anim may still be running
|
||
|
|
||
|
return ! this.IsActiveState;
|
||
|
}
|
||
|
|
||
|
|
||
|
public static void SwitchToFireMovementStateBasedOnInput (Ped ped)
|
||
|
{
|
||
|
|
||
|
if (ped.IsWalkOn)
|
||
|
{
|
||
|
ped.SwitchState<WalkFireState> ();
|
||
|
}
|
||
|
else if (ped.IsRunOn)
|
||
|
{
|
||
|
if(ped.CurrentWeapon != null && ped.CurrentWeapon.HasFlag(GunFlag.AIMWITHARM))
|
||
|
ped.SwitchState<RunFireState> ();
|
||
|
else
|
||
|
ped.SwitchState<WalkFireState> ();
|
||
|
}
|
||
|
else if (ped.IsSprintOn)
|
||
|
{
|
||
|
ped.SwitchState<StandFireState> ();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ped.SwitchState<StandFireState> ();
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
public override void StartFiring ()
|
||
|
{
|
||
|
// ignore
|
||
|
|
||
|
}
|
||
|
|
||
|
public virtual void StopFiring ()
|
||
|
{
|
||
|
BaseAimMovementState.SwitchToAimMovementStateBasedOnInput (m_ped);
|
||
|
}
|
||
|
|
||
|
|
||
|
public override void OnSubmitPressed()
|
||
|
{
|
||
|
// ignore
|
||
|
|
||
|
}
|
||
|
|
||
|
public override void OnJumpPressed()
|
||
|
{
|
||
|
// ignore
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|