mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-29 21:53:13 +00:00
134 lines
2.6 KiB
C#
134 lines
2.6 KiB
C#
|
using UnityEngine;
|
||
|
using SanAndreasUnity.Utilities;
|
||
|
using SanAndreasUnity.Importing.Animation;
|
||
|
|
||
|
namespace SanAndreasUnity.Behaviours.Peds.States
|
||
|
{
|
||
|
|
||
|
public class RollState : BaseMovementState
|
||
|
{
|
||
|
public override AnimId movementAnim { get { return m_rollLeft ? new AnimId ("ped", "Crouch_Roll_L") : new AnimId ("ped", "Crouch_Roll_R"); } }
|
||
|
public override AnimId movementWeaponAnim { get { return this.movementAnim; } }
|
||
|
|
||
|
private bool m_rollLeft = false;
|
||
|
private AnimationState m_animState;
|
||
|
|
||
|
|
||
|
|
||
|
public bool CanRoll()
|
||
|
{
|
||
|
if( this.IsActiveState )
|
||
|
return false;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public bool Roll(bool left)
|
||
|
{
|
||
|
if( !this.CanRoll() )
|
||
|
return false;
|
||
|
|
||
|
m_rollLeft = left;
|
||
|
m_ped.SwitchState<RollState>();
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public override void OnBecameActive ()
|
||
|
{
|
||
|
base.OnBecameActive();
|
||
|
m_animState = m_model.PlayAnim( this.movementAnim );
|
||
|
m_animState.wrapMode = WrapMode.Once;
|
||
|
m_model.VelocityAxis = 0; // movement will be done along x axis
|
||
|
}
|
||
|
|
||
|
|
||
|
protected override void SwitchToMovementState ()
|
||
|
{
|
||
|
// don't switch to any state from here - we'll switch when anim finishes
|
||
|
}
|
||
|
|
||
|
protected override void SwitchToAimState ()
|
||
|
{
|
||
|
// don't switch to any state from here - we'll switch when anim finishes
|
||
|
}
|
||
|
|
||
|
|
||
|
protected override void UpdateHeading ()
|
||
|
{
|
||
|
m_ped.Heading = m_ped.transform.forward;
|
||
|
}
|
||
|
|
||
|
protected override void UpdateRotation ()
|
||
|
{
|
||
|
// don't change rotation
|
||
|
}
|
||
|
|
||
|
protected override void UpdateMovement ()
|
||
|
{
|
||
|
m_ped.Movement = m_rollLeft ? -m_ped.transform.right : m_ped.transform.right;
|
||
|
base.UpdateMovement();
|
||
|
}
|
||
|
|
||
|
protected override void UpdateAnims ()
|
||
|
{
|
||
|
// correct local x position of root frame
|
||
|
Vector3 pos = m_model.RootFrame.transform.localPosition;
|
||
|
pos.x = 0f;
|
||
|
m_model.RootFrame.transform.localPosition = pos;
|
||
|
}
|
||
|
|
||
|
public override void LateUpdateState ()
|
||
|
{
|
||
|
base.LateUpdateState();
|
||
|
|
||
|
if( !this.IsActiveState )
|
||
|
return;
|
||
|
|
||
|
// check if anim is finished
|
||
|
|
||
|
if( null == m_animState || !m_animState.enabled )
|
||
|
{
|
||
|
// anim finished
|
||
|
// switch to other state
|
||
|
|
||
|
// try to switch to crouch aim state
|
||
|
CrouchState.SwitchToAimState(m_ped);
|
||
|
if( !this.IsActiveState )
|
||
|
return;
|
||
|
|
||
|
// switch to crouch state
|
||
|
m_ped.SwitchState<CrouchState>();
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
public override void OnSubmitPressed ()
|
||
|
{
|
||
|
// ignore
|
||
|
}
|
||
|
|
||
|
public override void OnJumpPressed ()
|
||
|
{
|
||
|
// ignore
|
||
|
}
|
||
|
|
||
|
public override void OnCrouchButtonPressed ()
|
||
|
{
|
||
|
// ignore
|
||
|
}
|
||
|
|
||
|
public override void OnFlyButtonPressed ()
|
||
|
{
|
||
|
// ignore
|
||
|
}
|
||
|
|
||
|
public override void OnFlyThroughButtonPressed ()
|
||
|
{
|
||
|
// ignore
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|