2020-05-31 17:07:22 +00:00
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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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using System.Collections;
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namespace SanAndreasUnity.Behaviours.Peds.States
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{
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public class JumpState : BaseMovementState
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{
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public override AnimId movementAnim { get { return new AnimId (AnimGroup.WalkCycle, AnimIndex.Idle); } }
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public override AnimId movementWeaponAnim { get { return this.movementAnim; } }
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private Coroutine m_coroutine;
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private int m_currentAnimIndex = 0;
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[Range(0, 10)] public float launchVelocityMultiplier = 1f;
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[Range(0, 10)] public float glideVelocity = 2f;
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[Range(0, 10)] public float landVelocityMultiplier = 1f;
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public override void OnBecameActive ()
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{
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base.OnBecameActive ();
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m_currentAnimIndex = 0;
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m_coroutine = this.StartCoroutine (this.Coroutine());
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}
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public override void OnBecameInactive ()
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{
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if (m_coroutine != null)
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this.StopCoroutine (m_coroutine);
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m_coroutine = null;
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base.OnBecameInactive ();
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}
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IEnumerator Coroutine()
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{
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// play 3 anims one after another
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m_currentAnimIndex = 0;
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var state = m_model.PlayAnim ("ped", "JUMP_launch");
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state.wrapMode = WrapMode.Once;
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while( state.enabled )
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{
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yield return null;
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}
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m_currentAnimIndex++;
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state = m_model.PlayAnim ("ped", "JUMP_glide");
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state.wrapMode = WrapMode.Once;
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while (state.enabled)
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yield return null;
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m_currentAnimIndex++;
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state = m_model.PlayAnim ("ped", "JUMP_land");
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state.wrapMode = WrapMode.Once;
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while (state.enabled)
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yield return null;
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// all anims finished
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// switch to other state
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2019-04-28 14:45:49 +00:00
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// let it be done both on server and client
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2020-05-31 17:07:22 +00:00
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// Debug.LogFormat("All 3 anims finished, switching state");
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m_ped.SwitchState<StandState>();
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}
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public bool CanJump()
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{
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if (m_ped.CurrentWeapon != null && m_ped.CurrentWeapon.IsHeavy)
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return false;
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if( !m_ped.IsGrounded )
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return false;
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return true;
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}
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public bool Jump()
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{
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if (!this.CanJump ())
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return false;
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m_ped.SwitchState<JumpState> ();
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return true;
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}
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public override void UpdateState ()
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{
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base.UpdateState ();
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if (!this.IsActiveState)
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return;
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// if character is grounded, then we are no longer in jump state
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if (m_currentAnimIndex == 1 && m_ped.IsGrounded)
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{
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// Debug.LogFormat ("Character is grounded, exiting jump state");
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m_ped.SwitchState<StandState> ();
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}
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}
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protected override void SwitchToMovementState ()
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{
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// ignore
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}
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protected override void SwitchToAimState ()
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{
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// ignore
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}
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protected override void UpdateAnims ()
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{
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// ignore
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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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protected override void UpdateHeading ()
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{
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// not required, since we don't use heading
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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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// ignore
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// rotation can not be changed while jumping
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}
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protected override void UpdateMovement ()
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{
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Vector3 modelVelocity = m_model.Velocity;
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if( m_currentAnimIndex == 0 )
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modelVelocity.z *= this.launchVelocityMultiplier;
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else if( m_currentAnimIndex == 1 )
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modelVelocity.z = this.glideVelocity;
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else if( m_currentAnimIndex == 2 )
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{
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modelVelocity.y = Mathf.Min(modelVelocity.y, 0f); // don't allow to move upwards
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modelVelocity.z *= this.landVelocityMultiplier;
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}
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Vector3 velocity = m_ped.transform.forward.WithXAndZ().normalized * modelVelocity.z + Vector3.up * modelVelocity.y;
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// we won't apply gravity
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m_ped.characterController.Move (velocity * Time.deltaTime);
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}
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}
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}
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