SanAndreasUnity/Assets/Scripts/Behaviours/Vehicles/VehicleController.cs

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using UnityEngine;
using SanAndreasUnity.Net;
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using Mirror;
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using SanAndreasUnity.Utilities;
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using System.Linq;
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namespace SanAndreasUnity.Behaviours.Vehicles
{
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public class VehicleController : NetworkBehaviour
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{
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private Vehicle m_vehicle;
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[SyncVar] int m_net_id;
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[SyncVar] string m_net_carColors;
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[SyncVar] float m_net_acceleration;
[SyncVar] float m_net_steering;
[SyncVar] float m_net_braking;
[SyncVar] Vector3 m_net_linearVelocity;
[SyncVar] Vector3 m_net_angularVelocity;
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// is it better to place syncvars in Vehicle class ? - that way, there is no need for hooks
// - or we could assign/read syncvars in Update()
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private void Awake()
{
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//m_vehicle = GetComponent<Vehicle>();
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}
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internal void OnAfterCreateVehicle()
{
m_vehicle = this.GetComponent<Vehicle>();
m_net_id = m_vehicle.Definition.Id;
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if (m_vehicle.Colors != null)
m_net_carColors = string.Join(";", m_vehicle.Colors);
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}
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public override void OnStartClient()
{
base.OnStartClient();
if (!NetStatus.IsServer)
{
// load vehicle on clients
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F.RunExceptionSafe( () => {
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int[] colors = string.IsNullOrEmpty(m_net_carColors) ? null : m_net_carColors.Split(';').Select(s => int.Parse(s)).ToArray();
m_vehicle = Vehicle.Create(this.gameObject, m_net_id, colors, this.transform.position, this.transform.rotation);
// disable rigid body
if (VehicleManager.Instance.disableRigidBodyOnClients)
{
m_vehicle.RigidBody.isKinematic = true;
m_vehicle.RigidBody.detectCollisions = false;
}
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});
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}
}
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private void Update()
{
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this.ProcessSyncvars();
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var driverSeat = m_vehicle.DriverSeat;
if (null == driverSeat || null == driverSeat.OccupyingPed)
{
if (NetStatus.IsServer)
this.ResetInput();
return;
}
if (driverSeat.OccupyingPed != Ped.Instance)
return;
// local ped is occupying driver seat
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if (!GameManager.CanPlayerReadInput())
this.ResetInput();
else
this.ReadInput();
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PedSync.Local.SendVehicleInput(m_vehicle.Accelerator, m_vehicle.Steering, m_vehicle.Braking);
}
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void ProcessSyncvars()
{
if (NetStatus.IsServer)
{
m_net_acceleration = m_vehicle.Accelerator;
m_net_steering = m_vehicle.Steering;
m_net_braking = m_vehicle.Braking;
m_net_linearVelocity = m_vehicle.RigidBody.velocity;
m_net_angularVelocity = m_vehicle.RigidBody.angularVelocity;
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}
else
{
m_vehicle.Accelerator = m_net_acceleration;
m_vehicle.Steering = m_net_steering;
m_vehicle.Braking = m_net_braking;
if (VehicleManager.Instance.syncLinearVelocity)
m_vehicle.RigidBody.velocity = m_net_linearVelocity;
if (VehicleManager.Instance.syncAngularVelocity)
m_vehicle.RigidBody.angularVelocity = m_net_angularVelocity;
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}
}
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void ResetInput()
{
m_vehicle.Accelerator = 0;
m_vehicle.Steering = 0;
m_vehicle.Braking = 0;
}
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void ReadInput()
{
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var accel = Input.GetAxis("Vertical");
var brake = Input.GetButton("Brake") ? 1.0f : 0.0f;
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var speed = Vector3.Dot(m_vehicle.Velocity, m_vehicle.transform.forward);
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if (speed * accel < 0f)
{
brake = Mathf.Max(brake, 0.75f);
accel = 0f;
}
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m_vehicle.Accelerator = accel;
m_vehicle.Steering = Input.GetAxis("Horizontal");
m_vehicle.Braking = brake;
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}
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}
}