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using SanAndreasUnity.Behaviours.World ;
using SanAndreasUnity.Importing.Vehicles ;
using SanAndreasUnity.Utilities ;
using System.Collections ;
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using System.Collections.Generic ;
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using System.Linq ;
using UnityEngine ;
using VehicleDef = SanAndreasUnity . Importing . Items . Definitions . VehicleDef ;
namespace SanAndreasUnity.Behaviours.Vehicles
{
public enum VehicleLight
{
FrontLeft = 1 ,
FrontRight = 2 ,
RearLeft = 4 ,
RearRight = 8 ,
Front = FrontLeft | FrontRight ,
Rear = RearLeft | RearRight ,
All = Front | Rear
}
public enum VehicleBlinkerMode
{
None , Left , Right , Emergency
}
#if CLIENT
public partial class Vehicle : Networking . Networkable
#else
public partial class Vehicle : MonoBehaviour
#endif
{
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static List < Vehicle > s_vehicles = new List < Vehicle > ( ) ;
public static IEnumerable < Vehicle > AllVehicles = > s_vehicles ;
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public static int NumVehicles = > s_vehicles . Count ;
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private static int _sLayer = - 1 ;
[HideInInspector]
public Light m_frontLeftLight , m_frontRightLight , m_rearLeftLight , m_rearRightLight ;
private bool frontLeftLightOk = true , frontRightLightOk = true , rearLeftLightOk = true , rearRightLightOk = true ,
m_frontLeftLightPowered = true , m_frontRightLightPowered = true , m_rearLeftLightPowered = true , m_rearRightLightPowered = true ;
private const float blinkerSum = 1.5f ;
private Material directionalLightsMat ;
internal VehicleBlinkerMode blinkerMode ;
public bool m_frontLeftLightOk
{
get
{
return frontLeftLightOk ;
}
set
{
frontLeftLightOk = value ;
SetLight ( VehicleLight . FrontLeft , value ? 1 : 0 ) ;
}
}
public bool m_frontRightLightOk
{
get
{
return frontRightLightOk ;
}
set
{
frontRightLightOk = value ;
SetLight ( VehicleLight . FrontRight , value ? 1 : 0 ) ;
}
}
public bool m_rearLeftLightOk
{
get
{
return rearLeftLightOk ;
}
set
{
rearLeftLightOk = value ;
SetLight ( VehicleLight . RearLeft , value ? 1 : 0 ) ;
}
}
public bool m_rearRightLightOk
{
get
{
return rearRightLightOk ;
}
set
{
rearRightLightOk = value ;
SetLight ( VehicleLight . RearRight , value ? 1 : 0 ) ;
}
}
public static int Layer
{
get { return _sLayer = = - 1 ? _sLayer = UnityEngine . LayerMask . NameToLayer ( "Vehicle" ) : _sLayer ; }
}
public static int LayerMask { get { return 1 < < Layer ; } }
private static int _sLightsId = - 1 ;
protected static int LightsId
{
get
{
return _sLightsId = = - 1 ? _sLightsId = Shader . PropertyToID ( "_Lights" ) : _sLightsId ;
}
}
private static int [ ] _sCarColorIds ;
protected static int [ ] CarColorIds
{
get
{
return _sCarColorIds ? ? ( _sCarColorIds = Enumerable . Range ( 1 , 4 )
. Select ( x = > Shader . PropertyToID ( string . Format ( "_CarColor{0}" , x ) ) )
. ToArray ( ) ) ;
}
}
private readonly int [ ] _colors = { 0 , 0 , 0 , 0 } ;
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public int [ ] Colors = > _colors ;
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private readonly float [ ] _lights = { 1f , 1f , 1f , 1f } ;
private MaterialPropertyBlock _props ;
private bool _colorsChanged , _isNightToggled ;
private const float constRearNightIntensity = . 7f ;
public bool IsNightToggled
{
get
{
return _isNightToggled ;
}
set
{
_isNightToggled = value ;
SetLight ( VehicleLight . FrontLeft , _isNightToggled ? VehicleAPI . frontLightIntensity : 0 ) ;
SetLight ( VehicleLight . FrontRight , _isNightToggled ? VehicleAPI . frontLightIntensity : 0 ) ;
SetLight ( VehicleLight . RearLeft , _isNightToggled ? constRearNightIntensity : 0 ) ;
SetLight ( VehicleLight . RearRight , _isNightToggled ? constRearNightIntensity : 0 ) ;
}
}
private VehicleController _controller ;
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bool m_isServer = > Net . NetStatus . IsServer ;
public bool IsControlledByLocalPlayer = > Ped . Instance ! = null & & Ped . Instance . CurrentVehicle = = this & & Ped . Instance . CurrentVehicleSeat . IsDriver ;
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public Mirror . NetworkTransform NetTransform { get ; private set ; }
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private void Awake ( )
{
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this . NetTransform = this . GetComponent < Mirror . NetworkTransform > ( ) ;
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_props = new MaterialPropertyBlock ( ) ;
}
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void OnEnable ( )
{
s_vehicles . Add ( this ) ;
}
void OnDisable ( )
{
s_vehicles . Remove ( this ) ;
}
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void Start ( )
{
this . ApplySyncRate ( VehicleManager . Instance . vehicleSyncRate ) ;
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Debug . LogFormat ( "Created vehicle - id {0}, name {1}, time: {2}" , this . Definition . Id ,
this . Definition . GameName , F . CurrentDateForLogging ) ;
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}
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public void SetColors ( params int [ ] clrIndices )
{
for ( var i = 0 ; i < 4 & & i < clrIndices . Length ; + + i )
{
if ( _colors [ i ] . Equals ( clrIndices [ i ] ) ) continue ;
_colors [ i ] = clrIndices [ i ] ;
_colorsChanged = true ;
}
}
private Light GetLight ( VehicleLight light )
{
//if (light == VehicleLight.All || light == VehicleLight.Front || light == VehicleLight.Rear) throw new System.Exception("Light must be right or left, can't be general!");
switch ( light )
{
case VehicleLight . FrontLeft :
return m_frontLeftLight ;
case VehicleLight . FrontRight :
return m_frontRightLight ;
case VehicleLight . RearLeft :
return m_rearLeftLight ;
case VehicleLight . RearRight :
return m_rearRightLight ;
}
return null ;
}
private bool IsLightOk ( VehicleLight light )
{
switch ( light )
{
case VehicleLight . FrontLeft :
return m_frontLeftLightOk ;
case VehicleLight . FrontRight :
return m_frontRightLightOk ;
case VehicleLight . RearLeft :
return m_rearLeftLightOk ;
case VehicleLight . RearRight :
return m_rearRightLightOk ;
}
return true ;
}
private bool IsAnyLightPowered ( )
{
if ( _lights ! = null )
return _lights . Any ( x = > x > 0 ) ;
return false ;
}
public void SetLight ( VehicleLight light , float brightness )
{
brightness = Mathf . Clamp01 ( brightness ) ;
for ( var i = 0 ; i < 4 ; + + i )
{
var bit = 1 < < i ;
if ( ( ( int ) light & bit ) = = bit )
{
VehicleLight parsedLight = ( VehicleLight ) bit ; //VehicleAPI.ParseFromBit(i);
if ( IsLightOk ( parsedLight ) )
{
Light lightObj = GetLight ( parsedLight ) ;
bool mustRearPower = _isNightToggled & & ! VehicleAPI . IsFrontLight ( light ) ;
if ( brightness > 0 | | mustRearPower )
{
if ( lightObj ! = null & & ! lightObj . enabled )
{
lightObj . enabled = true ;
lightObj . intensity = mustRearPower ? constRearNightIntensity : brightness ;
}
}
else
{
if ( lightObj ! = null ) lightObj . enabled = false ;
}
SetLight ( i , mustRearPower ? constRearNightIntensity : brightness ) ;
}
}
}
}
private void SetLight ( int index , float brightness )
{
if ( _lights [ index ] = = brightness ) return ;
_lights [ index ] = brightness ;
_colorsChanged = true ;
}
public VehicleDef Definition { get ; private set ; }
public Transform DriverTransform { get ; private set ; }
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public bool HasDriverSeat { get { return DriverTransform ! = null & & DriverTransform . childCount > 0 ; } }
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public VehicleController StartControlling ( )
{
//SetAllCarLights();
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return _controller ? ? ( _controller = gameObject . GetOrAddComponent < VehicleController > ( ) ) ;
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}
public void SetAllCarLights ( )
{
// Implemented: Add lights
Transform headlights = this . GetComponentWithName < Transform > ( "headlights" ) ,
taillights = this . GetComponentWithName < Transform > ( "taillights" ) ;
Vehicle vh = gameObject . GetComponent < Vehicle > ( ) ;
if ( headlights ! = null )
{
m_frontLeftLight = VehicleAPI . SetCarLight ( vh , headlights , VehicleLight . FrontLeft ) ;
m_frontRightLight = VehicleAPI . SetCarLight ( vh , headlights , VehicleLight . FrontRight ) ;
}
if ( taillights ! = null )
{
m_rearLeftLight = VehicleAPI . SetCarLight ( vh , taillights , VehicleLight . RearLeft ) ;
m_rearRightLight = VehicleAPI . SetCarLight ( vh , taillights , VehicleLight . RearRight ) ;
}
m_frontLeftLightOk = m_frontLeftLight ! = null ;
m_frontRightLightOk = m_frontRightLight ! = null ;
m_rearLeftLightOk = m_rearLeftLight ! = null ;
m_rearRightLightOk = m_rearRightLight ! = null ;
}
public SeatAlignment FindClosestSeat ( Vector3 position )
{
var seat = _seats . Select ( ( s , i ) = > new { s , i } )
. OrderBy ( x = > Vector3 . Distance ( position , x . s . Parent . position ) )
. FirstOrDefault ( ) ;
return ( seat = = null ? SeatAlignment . None : seat . s . Alignment ) ;
}
public Transform FindClosestSeatTransform ( Vector3 position )
{
return GetSeatTransform ( FindClosestSeat ( position ) ) ;
}
public Seat GetSeat ( SeatAlignment alignment )
{
return _seats . FirstOrDefault ( x = > x . Alignment = = alignment ) ;
}
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public Seat DriverSeat = > _seats . FirstOrDefault ( s = > s . IsDriver ) ;
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public Transform GetSeatTransform ( SeatAlignment alignment )
{
return GetSeat ( alignment ) . Parent ;
}
public void StopControlling ( )
{
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//Destroy(_controller);
//_controller = null;
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}
private void UpdateColors ( )
{
_colorsChanged = false ;
var indices = CarColors . FromIndices ( _colors ) ;
for ( var i = 0 ; i < 4 ; + + i )
_props . SetColor ( CarColorIds [ i ] , indices [ i ] ) ;
_props . SetVector ( LightsId , new Vector4 ( _lights [ 0 ] , _lights [ 1 ] , _lights [ 2 ] , _lights [ 3 ] ) ) ;
foreach ( var frame in _frames )
{
var mr = frame . GetComponent < MeshRenderer > ( ) ;
if ( mr = = null ) continue ;
mr . SetPropertyBlock ( _props ) ;
}
}
private void Update ( )
{
foreach ( var wheel in _wheels )
{
Vector3 position = Vector3 . zero ;
WheelHit wheelHit ;
if ( wheel . Collider . GetGroundHit ( out wheelHit ) )
{
position . y = ( wheelHit . point . y - wheel . Collider . transform . position . y ) + wheel . Collider . radius ;
}
else
{
position . y - = wheel . Collider . suspensionDistance ;
}
wheel . Child . transform . localPosition = position ;
// reset the yaw
wheel . Child . localRotation = wheel . Roll ;
// calculate new roll
wheel . Child . Rotate ( wheel . IsLeftHand ? Vector3 . left : Vector3 . right , wheel . Collider . rpm / 60.0f * 360.0f * Time . deltaTime ) ;
wheel . Roll = wheel . Child . localRotation ;
// apply yaw
wheel . Child . localRotation = Quaternion . AngleAxis ( wheel . Collider . steerAngle , Vector3 . up ) * wheel . Roll ;
}
if ( _colorsChanged )
{
UpdateColors ( ) ;
}
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}
private void FixedUpdate ( )
{
// NetworkingFixedUpdate();
PhysicsFixedUpdate ( ) ;
}
private IEnumerator DelayedBlinkersTurnOff ( )
{
yield return new WaitForSeconds ( blinkerSum ) ;
if ( blinkerMode ! = VehicleBlinkerMode . None )
blinkerMode = VehicleBlinkerMode . None ;
}
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public void ApplySyncRate ( float syncRate )
{
foreach ( var comp in this . GetComponents < Mirror . NetworkBehaviour > ( ) )
comp . syncInterval = 1.0f / syncRate ;
// also assign it to NetworkTransform, because it may be disabled
if ( this . NetTransform ! = null )
this . NetTransform . syncInterval = 1.0f / syncRate ;
}
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}
}