2020-05-31 17:07:22 +00:00
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using SanAndreasUnity.Behaviours.Vehicles;
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using SanAndreasUnity.Behaviours.World;
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using SanAndreasUnity.Importing.Animation;
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using System.Collections;
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using System.Diagnostics;
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using UnityEngine;
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using Debug = UnityEngine.Debug;
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using SanAndreasUnity.Utilities;
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using System.Collections.Generic;
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using System.Linq;
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namespace SanAndreasUnity.Behaviours
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{
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[DefaultExecutionOrder(-100)]
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[RequireComponent(typeof(CharacterController))]
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2019-04-23 23:59:16 +00:00
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public partial class Ped :
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#if MIRROR
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Mirror.NetworkBehaviour
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#else
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MonoBehaviour
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#endif
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2020-05-31 17:07:22 +00:00
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{
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#region Private Fields
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private static List<Ped> s_allPeds = new List<Ped> ();
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public static Ped[] AllPeds { get { return s_allPeds.ToArray (); } }
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private WeaponHolder m_weaponHolder;
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public WeaponHolder WeaponHolder { get { return m_weaponHolder; } }
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private StateMachine m_stateMachine = new StateMachine ();
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#endregion Private Fields
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#region Inspector Fields
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2019-04-24 20:27:59 +00:00
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public Camera Camera { get { return this == Ped.Instance ? Camera.main : null; } }
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2020-05-31 17:07:22 +00:00
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public PedModel PlayerModel;
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public bool shouldPlayAnims = true;
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public float TurnSpeed = 10f;
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public CharacterController characterController;
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public float jumpSpeed = 8.0f;
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[SerializeField] private float m_cameraDistance = 3f;
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public float CameraDistance { get { return m_cameraDistance; } set { m_cameraDistance = value; } }
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[SerializeField] private float m_cameraDistanceVehicle = 6f;
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public float CameraDistanceVehicle { get { return m_cameraDistanceVehicle; } set { m_cameraDistanceVehicle = value; } }
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[SerializeField] private Vector2 m_cameraClampValue = new Vector2(60, 60);
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public Vector2 CameraClampValue { get { return m_cameraClampValue; } set { m_cameraClampValue = value; } }
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#endregion Inspector Fields
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#region Properties
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public Peds.States.BaseScriptState[] States { get; private set; }
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public Peds.States.BaseScriptState CurrentState { get { return (Peds.States.BaseScriptState) m_stateMachine.CurrentState; } }
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public Cell Cell { get { return Cell.Instance; } }
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public UnityEngine.Animation AnimComponent { get { return PlayerModel.AnimComponent; } }
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public SanAndreasUnity.Importing.Items.Definitions.PedestrianDef PedDef { get { return this.PlayerModel.Definition; } }
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public static int RandomPedId {
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get {
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int count = Ped.SpawnablePedDefs.Count ();
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if (count < 1)
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throw new System.Exception ("No ped definitions found");
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int index = Random.Range (0, count);
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return Ped.SpawnablePedDefs.ElementAt (index).Id;
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}
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}
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public bool IsGrounded
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{
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get
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{
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return characterController.isGrounded;
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}
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}
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public Vector2 MouseMoveInput { get; set; }
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public Vector2 MouseScrollInput { get; set; }
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public bool IsWalkOn { get; set; }
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public bool IsRunOn { get; set; }
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public bool IsSprintOn { get; set; }
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public bool IsJumpOn { get; set; }
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public Vector3 Velocity { get; private set; }
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/// <summary> Current movement input. </summary>
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public Vector3 Movement { get; set; }
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/// <summary> Direction towards which the player turns. </summary>
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public Vector3 Heading { get; set; }
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public bool IsAiming { get { return m_weaponHolder.IsAiming; } }
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public Weapon CurrentWeapon { get { return m_weaponHolder.CurrentWeapon; } }
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public bool IsFiring { get { return m_weaponHolder.IsFiring; } }
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public Vector3 AimDirection { get { return m_weaponHolder.AimDirection; } }
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public bool IsAimOn { get ; set ; }
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public bool IsFireOn { get ; set ; }
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public bool IsHoldingWeapon { get { return m_weaponHolder.IsHoldingWeapon; } }
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private static bool makeGPUAdjustments;
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private Coroutine m_findGroundCoroutine;
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#endregion Properties
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public static Ped Instance { get ; private set ; }
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/// <summary>Position of player instance.</summary>
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public static Vector3 InstancePos { get { return Instance.transform.position; } }
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public bool IsLocalPlayer { get; private set; }
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void Awake()
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{
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if (null == Instance) {
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Instance = this;
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IsLocalPlayer = true;
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}
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characterController = GetComponent<CharacterController>();
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m_weaponHolder = GetComponent<WeaponHolder> ();
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this.States = this.GetComponentsInChildren<Peds.States.BaseScriptState> ();
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this.AwakeForDamage ();
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}
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void Start()
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{
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//MySetupLocalPlayer ();
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this.StartForDamage ();
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if (null == this.CurrentState)
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this.SwitchState<Peds.States.StandState> ();
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}
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void OnEnable ()
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{
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s_allPeds.Add (this);
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}
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void OnDisable ()
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{
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s_allPeds.Remove (this);
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}
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private IEnumerator GPUAdjust()
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{
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// Wait to everything to load
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yield return new WaitForSeconds(1);
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if (SystemInfo.graphicsShaderLevel <= 40) {
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try {
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Debug.Log("Adjusting settings for older GPUs");
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Camera.main.allowMSAA = false;
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Camera.main.allowHDR = false;
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foreach (var mat in transform.root.GetComponentsInChildren<Material>()) {
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mat.EnableKeyword ("_SPECULARHIGHLIGHTS_OFF");
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mat.SetFloat ("_SpecularHighlights", 0f);
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}
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} catch {
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}
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}
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}
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public T GetState<T>() where T : Peds.States.BaseScriptState
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{
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var type = typeof(T);
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return (T) this.States.FirstOrDefault (s => s.GetType ().Equals (type));
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}
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public T GetStateOrLogError<T>() where T : Peds.States.BaseScriptState
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{
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var state = this.GetState<T> ();
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if(null == state)
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Debug.LogErrorFormat ("Failed to find state: {0}", typeof(T));
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return state;
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}
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public void SwitchState<T>() where T : Peds.States.BaseScriptState {
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var state = this.GetStateOrLogError<T> ();
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if (null == state)
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return;
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// IState oldState = this.CurrentState;
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m_stateMachine.SwitchState (state);
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// if (oldState != state)
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// {
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// Debug.LogFormat ("Switched to state: {0}", state.GetType ().Name);
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// }
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}
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public void OnSpawn()
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{
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// Note: Spawn is performed here.
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if (!IsGrounded) {
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// Find the ground (instead of falling)
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FindGround ();
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}
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}
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public void Teleport(Vector3 position, Quaternion rotation) {
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if (this.IsInVehicle)
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return;
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this.transform.position = position;
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this.transform.rotation = rotation;
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this.FindGround ();
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}
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public void Teleport(Vector3 position) {
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this.Teleport (position, this.transform.rotation);
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}
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public void FindGround ()
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{
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if (m_findGroundCoroutine != null) {
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StopCoroutine (m_findGroundCoroutine);
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m_findGroundCoroutine = null;
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}
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m_findGroundCoroutine = StartCoroutine (FindGroundCoroutine ());
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}
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private IEnumerator FindGroundCoroutine()
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{
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yield return null;
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// set y pos to high value, so that higher grounds can be loaded
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this.transform.SetY (150);
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Vector3 startingPos = this.transform.position;
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// wait for loader to finish, in case he didn't
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while (!Loader.HasLoaded)
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yield return null;
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// yield until you find ground beneath or above the player, or until timeout expires
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float timeStarted = Time.time;
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int numAttempts = 1;
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while (true) {
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if (Time.time - timeStarted > 4.0f) {
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// timeout expired
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Debug.LogWarning("Failed to find ground - timeout expired");
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yield break;
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}
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// maintain starting position
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this.transform.position = startingPos;
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this.Velocity = Vector3.zero;
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RaycastHit hit;
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float raycastDistance = 1000f;
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// raycast against all layers, except player
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int raycastLayerMask = ~ LayerMask.GetMask ("Player");
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Vector3[] raycastPositions = new Vector3[]{ this.transform.position, this.transform.position + Vector3.up * raycastDistance }; //transform.position - Vector3.up * characterController.height;
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Vector3[] raycastDirections = new Vector3[]{ Vector3.down, Vector3.down };
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string[] customMessages = new string[]{ "from center", "from above" };
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for (int i = 0; i < raycastPositions.Length; i++) {
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if (Physics.Raycast (raycastPositions[i], raycastDirections[i], out hit, raycastDistance, raycastLayerMask)) {
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// ray hit the ground
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// we can move there
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this.OnFoundGround (hit, numAttempts, customMessages [i]);
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yield break;
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}
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}
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numAttempts++;
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yield return null;
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}
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}
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private void OnFoundGround(RaycastHit hit, int numAttempts, string customMessage) {
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this.transform.position = hit.point + Vector3.up * characterController.height * 1.5f;
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this.Velocity = Vector3.zero;
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Debug.LogFormat ("Found ground at {0}, distance {1}, object name {2}, num attempts {3}, {4}", hit.point, hit.distance,
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hit.transform.name, numAttempts, customMessage);
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}
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#if CLIENT
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private void SetupLocalPlayer()
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{
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Camera.gameObject.SetActive(true);
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Camera.transform.SetParent(null, true);
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Cell.Focus = transform;
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Cell.PreviewCamera.gameObject.SetActive(false);
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gameObject.AddComponent<PlayerController>();
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}
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#endif
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private void Update()
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{
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if (!Loader.HasLoaded)
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return;
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if (this.CurrentState != null)
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{
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this.CurrentState.UpdateState ();
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}
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// Reset to a valid (and solid!) start position when falling below the world
|
|
|
|
|
if (transform.position.y < -300)
|
|
|
|
|
{
|
|
|
|
|
Velocity = new Vector3(0, 0, 0);
|
|
|
|
|
Transform spawn = GameObject.Find("Player Spawns").GetComponentsInChildren<Transform>()[1];
|
|
|
|
|
transform.position = spawn.position;
|
|
|
|
|
transform.rotation = spawn.rotation;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ConstrainPosition ();
|
|
|
|
|
|
|
|
|
|
// ConstrainRotation ();
|
|
|
|
|
|
|
|
|
|
// UpdateAnims ();
|
|
|
|
|
|
|
|
|
|
//if (IsDrivingVehicle)
|
|
|
|
|
// UpdateWheelTurning();
|
|
|
|
|
|
|
|
|
|
//If player falls from the map
|
|
|
|
|
if (IsGrounded && transform.position.y < -50)
|
|
|
|
|
{
|
|
|
|
|
Vector3 t = transform.position;
|
|
|
|
|
transform.position = new Vector3(t.x, 150, t.z);
|
|
|
|
|
FindGround();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.UpdateDamageStuff ();
|
|
|
|
|
|
2019-04-24 00:50:28 +00:00
|
|
|
|
this.Update_Net();
|
|
|
|
|
|
2020-05-31 17:07:22 +00:00
|
|
|
|
// IsWalking = IsRunning = false;
|
|
|
|
|
|
|
|
|
|
if (this.CurrentState != null)
|
|
|
|
|
this.CurrentState.PostUpdateState();
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void LateUpdate ()
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
if (this.CurrentState != null)
|
|
|
|
|
{
|
|
|
|
|
this.CurrentState.LateUpdateState ();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void ConstrainPosition() {
|
|
|
|
|
|
|
|
|
|
// Constrain to stay inside map
|
|
|
|
|
|
|
|
|
|
if (transform.position.x < -3000)
|
|
|
|
|
{
|
|
|
|
|
var t = transform.position;
|
|
|
|
|
t.x = -3000;
|
|
|
|
|
transform.position = t;
|
|
|
|
|
}
|
|
|
|
|
if (transform.position.x > 3000)
|
|
|
|
|
{
|
|
|
|
|
var t = transform.position;
|
|
|
|
|
t.x = 3000;
|
|
|
|
|
transform.position = t;
|
|
|
|
|
}
|
|
|
|
|
if (transform.position.z < -3000)
|
|
|
|
|
{
|
|
|
|
|
var t = transform.position;
|
|
|
|
|
t.z = -3000;
|
|
|
|
|
transform.position = t;
|
|
|
|
|
}
|
|
|
|
|
if (transform.position.z > 3000)
|
|
|
|
|
{
|
|
|
|
|
var t = transform.position;
|
|
|
|
|
t.z = 3000;
|
|
|
|
|
transform.position = t;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void ConstrainRotation ()
|
|
|
|
|
{
|
|
|
|
|
if (IsInVehicle)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
// ped can only rotate around Y axis
|
|
|
|
|
|
|
|
|
|
Vector3 eulers = this.transform.eulerAngles;
|
|
|
|
|
if (eulers.x != 0f || eulers.z != 0f) {
|
|
|
|
|
eulers.x = 0f;
|
|
|
|
|
eulers.z = 0f;
|
|
|
|
|
this.transform.eulerAngles = eulers;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void UpdateAnims() {
|
|
|
|
|
|
|
|
|
|
if (!this.shouldPlayAnims)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (IsInVehicle || m_weaponHolder.IsHoldingWeapon)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (IsRunOn) {
|
|
|
|
|
|
|
|
|
|
PlayerModel.PlayAnim (AnimGroup.WalkCycle, AnimIndex.Run, PlayMode.StopAll);
|
|
|
|
|
|
|
|
|
|
} else if (IsWalkOn) {
|
|
|
|
|
|
|
|
|
|
PlayerModel.PlayAnim (AnimGroup.WalkCycle, AnimIndex.Walk, PlayMode.StopAll);
|
|
|
|
|
|
|
|
|
|
} else if (IsSprintOn) {
|
|
|
|
|
|
|
|
|
|
PlayerModel.PlayAnim (AnimGroup.MyWalkCycle, AnimIndex.sprint_civi);
|
|
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
// player is standing
|
|
|
|
|
PlayerModel.PlayAnim(AnimGroup.WalkCycle, AnimIndex.Idle, PlayMode.StopAll);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void FixedUpdate()
|
|
|
|
|
{
|
|
|
|
|
if (!Loader.HasLoaded)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (this.CurrentState != null)
|
|
|
|
|
{
|
|
|
|
|
this.CurrentState.FixedUpdateState ();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void UpdateHeading()
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
if (this.IsAiming && this.CurrentWeapon != null && !this.CurrentWeapon.CanTurnInDirectionOtherThanAiming) {
|
|
|
|
|
// ped heading can only be the same as ped direction
|
|
|
|
|
this.Heading = this.WeaponHolder.AimDirection;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// player can look only along X and Z axis
|
|
|
|
|
this.Heading = this.Heading.WithXAndZ ().normalized;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void UpdateRotation()
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
// rotate player towards his heading
|
|
|
|
|
Vector3 forward = Vector3.RotateTowards (this.transform.forward, Heading, TurnSpeed * Time.deltaTime, 0.0f);
|
|
|
|
|
this.transform.rotation = Quaternion.LookRotation(forward);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void UpdateMovement()
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// movement can only be done on X and Z axis
|
|
|
|
|
this.Movement = this.Movement.WithXAndZ ();
|
|
|
|
|
|
|
|
|
|
// change heading to match movement input
|
|
|
|
|
//if (Movement.sqrMagnitude > float.Epsilon)
|
|
|
|
|
//{
|
|
|
|
|
// Heading = Vector3.Scale(Movement, new Vector3(1f, 0f, 1f)).normalized;
|
|
|
|
|
//}
|
|
|
|
|
|
|
|
|
|
// change velocity based on movement input and current speed extracted from anim
|
|
|
|
|
|
|
|
|
|
float modelVel = Mathf.Abs( PlayerModel.Velocity [PlayerModel.VelocityAxis] );
|
|
|
|
|
//Vector3 localMovement = this.transform.InverseTransformDirection (this.Movement);
|
|
|
|
|
//Vector3 globalMovement = this.transform.TransformDirection( Vector3.Scale( localMovement, modelVel ) );
|
|
|
|
|
|
|
|
|
|
Vector3 vDiff = this.Movement * modelVel - new Vector3(Velocity.x, 0f, Velocity.z);
|
|
|
|
|
Velocity += vDiff;
|
|
|
|
|
|
|
|
|
|
// apply gravity
|
|
|
|
|
Velocity = new Vector3(Velocity.x, characterController.isGrounded
|
|
|
|
|
? 0f : Velocity.y - (-Physics.gravity.y) * 2f * Time.fixedDeltaTime, Velocity.z);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// finally, move the character
|
|
|
|
|
characterController.Move(Velocity * Time.fixedDeltaTime);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// if(!IsLocalPlayer)
|
|
|
|
|
// {
|
|
|
|
|
// Velocity = characterController.velocity;
|
|
|
|
|
// }
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public void StartFiring ()
|
|
|
|
|
{
|
|
|
|
|
if (!this.IsAiming)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
((Peds.States.IAimState)this.CurrentState).StartFiring();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void StopFiring ()
|
|
|
|
|
{
|
|
|
|
|
if (!this.IsFiring)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
((Peds.States.IFireState)this.CurrentState).StopFiring();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public void ResetInput ()
|
|
|
|
|
{
|
|
|
|
|
this.ResetMovementInput ();
|
|
|
|
|
this.MouseMoveInput = Vector2.zero;
|
|
|
|
|
this.MouseScrollInput = Vector2.zero;
|
|
|
|
|
this.IsAimOn = this.IsFireOn = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void ResetMovementInput ()
|
|
|
|
|
{
|
|
|
|
|
this.IsWalkOn = this.IsRunOn = this.IsSprintOn = false;
|
|
|
|
|
this.Movement = Vector3.zero;
|
|
|
|
|
this.IsJumpOn = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void OnFireButtonPressed ()
|
|
|
|
|
{
|
|
|
|
|
if (this.CurrentState != null)
|
|
|
|
|
this.CurrentState.OnFireButtonPressed ();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void OnAimButtonPressed ()
|
|
|
|
|
{
|
|
|
|
|
if (this.CurrentState != null)
|
|
|
|
|
this.CurrentState.OnAimButtonPressed ();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void OnSubmitPressed ()
|
|
|
|
|
{
|
|
|
|
|
if (this.CurrentState != null)
|
|
|
|
|
{
|
|
|
|
|
this.CurrentState.OnSubmitPressed ();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void OnJumpButtonPressed ()
|
|
|
|
|
{
|
|
|
|
|
if (this.CurrentState != null)
|
|
|
|
|
this.CurrentState.OnJumpPressed ();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void OnCrouchButtonPressed ()
|
|
|
|
|
{
|
|
|
|
|
if (this.CurrentState != null)
|
|
|
|
|
this.CurrentState.OnCrouchButtonPressed ();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void OnNextWeaponButtonPressed ()
|
|
|
|
|
{
|
|
|
|
|
if (this.CurrentState != null)
|
|
|
|
|
this.CurrentState.OnNextWeaponButtonPressed ();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void OnPreviousWeaponButtonPressed ()
|
|
|
|
|
{
|
|
|
|
|
if (this.CurrentState != null)
|
|
|
|
|
this.CurrentState.OnPreviousWeaponButtonPressed ();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void OnFlyButtonPressed ()
|
|
|
|
|
{
|
|
|
|
|
if (this.CurrentState != null)
|
|
|
|
|
this.CurrentState.OnFlyButtonPressed ();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void OnFlyThroughButtonPressed ()
|
|
|
|
|
{
|
|
|
|
|
if (this.CurrentState != null)
|
|
|
|
|
this.CurrentState.OnFlyThroughButtonPressed ();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void OnGUI ()
|
|
|
|
|
{
|
|
|
|
|
if (!Loader.HasLoaded)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void OnDrawGizmosSelected ()
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
// draw heading ray
|
|
|
|
|
|
|
|
|
|
Gizmos.color = Color.blue;
|
|
|
|
|
Gizmos.DrawLine (this.transform.position, this.transform.position + this.Heading);
|
|
|
|
|
|
|
|
|
|
// draw movement ray
|
|
|
|
|
|
|
|
|
|
Gizmos.color = Color.green;
|
|
|
|
|
Gizmos.DrawLine (this.transform.position, this.transform.position + this.Movement);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|