mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-18 08:23:08 +00:00
114 lines
2.1 KiB
C#
114 lines
2.1 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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/// <summary>
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/// Base class for all movement states.
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/// </summary>
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public abstract class BaseMovementState : BaseScriptState
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{
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public abstract AnimId movementAnim { get; }
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public abstract AnimId movementWeaponAnim { get; }
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public override void UpdateState() {
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base.UpdateState ();
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if (!this.IsActiveState)
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return;
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this.SwitchToMovementState ();
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if (!this.IsActiveState)
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return;
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this.SwitchToAimState ();
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}
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protected virtual void SwitchToMovementState()
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{
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BaseMovementState.SwitchToMovementStateBasedOnInput (m_ped);
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}
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public static void SwitchToMovementStateBasedOnInput (Ped ped)
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{
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if (ped.IsJumpOn && ped.GetStateOrLogError<JumpState>().CanJump())
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{
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ped.GetState<JumpState>().Jump();
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}
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else if (ped.IsWalkOn)
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{
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ped.SwitchState<WalkState> ();
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}
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else if (ped.IsRunOn)
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{
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ped.SwitchState<RunState> ();
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}
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else if (ped.IsSprintOn)
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{
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if (ped.CurrentWeapon != null && !ped.CurrentWeapon.CanSprintWithIt)
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ped.SwitchState<StandState> ();
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else
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ped.SwitchState<SprintState> ();
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}
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else
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{
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ped.SwitchState<StandState> ();
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}
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}
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protected virtual void SwitchToAimState()
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{
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if (m_ped.IsAimOn && m_ped.IsHoldingWeapon)
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{
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BaseAimMovementState.SwitchToAimMovementStateBasedOnInput (m_ped);
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}
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}
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protected override void UpdateAnims ()
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{
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if (m_ped.CurrentWeapon != null)
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{
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m_ped.PlayerModel.PlayAnim (this.movementWeaponAnim);
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}
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else
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{
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m_ped.PlayerModel.PlayAnim (this.movementAnim);
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}
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}
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public override void OnSubmitPressed() {
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// try to enter vehicle
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m_ped.TryEnterVehicleInRange ();
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}
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public override void OnCrouchButtonPressed ()
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{
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m_ped.SwitchState<CrouchState>();
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}
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public override void OnFlyButtonPressed ()
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{
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m_ped.GetStateOrLogError<FlyState> ().EnterState (false);
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}
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public override void OnFlyThroughButtonPressed ()
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{
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m_ped.GetStateOrLogError<FlyState> ().EnterState (true);
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}
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}
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}
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