SanAndreasUnity/Assets/Scripts/Behaviours/WeaponHolder.cs

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using System.Collections.Generic;
using UnityEngine;
using SanAndreasUnity.Importing.Animation;
using SanAndreasUnity.Importing.Weapons;
using System.Linq;
using SanAndreasUnity.Utilities;
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using SanAndreasUnity.Net;
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namespace SanAndreasUnity.Behaviours {
[DefaultExecutionOrder(-70)]
public class WeaponHolder : MonoBehaviour {
private Ped m_ped;
public PedModel PlayerModel { get { return m_ped.PlayerModel; } }
public Camera Camera { get { return m_ped.Camera; } }
private Weapon[] weapons = new Weapon[(int)WeaponSlot.Count];
public Weapon[] AllWeapons { get { return this.weapons.Where (w => w != null).ToArray (); } }
private int currentWeaponSlot = -1;
public int CurrentWeaponSlot { get { return this.currentWeaponSlot; } }
public bool IsHoldingWeapon { get { return this.currentWeaponSlot > 0; } }
public bool autoAddWeapon = false;
#region Aiming
// public bool IsAimOn { get; set; }
// private bool m_isAiming = false;
public bool IsAiming {
get { return m_ped.CurrentState != null && m_ped.CurrentState is Peds.States.IAimState; }
// private set {
// if (value == m_isAiming)
// return;
// if (value) {
// m_timeWhenStartedAiming = Time.time;
// m_frameWhenStartedAiming = Time.frameCount;
// }
// m_isAiming = value;
// }
}
// private float m_timeWhenStartedAiming = 0f;
// public float TimeSinceStartedAiming { get { return Time.time - m_timeWhenStartedAiming; } }
// private int m_frameWhenStartedAiming = 0;
// public int NumFramesSinceStartedAiming { get { return Time.frameCount - m_frameWhenStartedAiming; } }
public Vector3 AimDirection {
get {
if (this.IsAiming && this.Camera != null)
return this.Camera.transform.forward;
else
return this.transform.forward;
}
}
//[SerializeField] [Range(0,1)] private float m_aimWithRifleMinAnimTime = 0.0f;
//public float AimWithRifleMinAnimTime { get { return m_aimWithRifleMinAnimTime; } set { m_aimWithRifleMinAnimTime = value; } }
[SerializeField] [Range(0,4)] private float m_aimWithRifleMaxAnimTime = 0.7f;
public float AimWithRifleMaxAnimTime { get { return m_aimWithRifleMaxAnimTime; } set { m_aimWithRifleMaxAnimTime = value; } }
// [SerializeField] [Range(0,1)] private float m_aimWithArmMaxAnimTime = 1.0f;
public Vector3 cameraAimOffset = new Vector3 (0.7f, 0.2f, -1);
#endregion
#region Firing
public bool IsFiring {
get { return m_ped.CurrentState != null && m_ped.CurrentState is Peds.States.IFireState; }
}
// public bool IsFireOn { get; set; }
// public float TimeWhenStartedFiring { get; private set; }
// public float TimeSinceStartedFiring { get { return Time.time - this.TimeWhenStartedFiring; } }
#endregion
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private Weapon m_currentWeapon;
public Weapon CurrentWeapon { get => m_currentWeapon; private set { m_currentWeapon = value; if (NetStatus.IsServer) m_ped.m_net_weaponGameObject = value != null ? value.gameObject : null; } }
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private Transform CurrentWeaponTransform { get { return CurrentWeapon != null ? CurrentWeapon.transform : null; } }
private int m_frameWhenSwitchedWeapon = 0;
public int NumFramesSinceSwitchedWeapon { get { return Time.frameCount - m_frameWhenSwitchedWeapon; } }
public Vector3 SpineOffset;
public enum WeaponAttachType
{
None,
RightHand,
BothFingers
}
public WeaponAttachType weaponAttachType = WeaponAttachType.RightHand;
public bool rotatePlayerInDirectionOfAiming = true;
void Awake () {
m_ped = this.GetComponent<Ped> ();
}
void OnDisable()
{
// destroy all weapons
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if (NetStatus.IsServer)
{
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// we won't call RemoveAllWeapons() because it causes complications - it calls SwitchWeapon(), which
// then calls StopFiring(), which then switches ped state, etc
// no special reason for using AllWeapons
foreach(var w in this.AllWeapons)
{
DestroyWeapon(w);
}
}
}
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void Start ()
{
PlayerModel.onLateUpdate += this.UpdateWeaponTransform;
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if (NetStatus.IsServer)
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{
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if (this.autoAddWeapon)
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{
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this.AddRandomWeapons();
this.SwitchWeapon(WeaponSlot.Pistol);
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}
}
}
void Update () {
if (!Loader.HasLoaded)
return;
//this.UpdateWeaponTransform ();
if (CurrentWeapon != null) {
CurrentWeapon.EnableOrDisableGunFlash ();
CurrentWeapon.UpdateGunFlashRotation ();
}
// reload weapon ammo clip
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if (NetStatus.IsServer)
{
if (CurrentWeapon != null) {
if (CurrentWeapon.AmmoClipSize > 0 && CurrentWeapon.AmmoInClip <= 0) {
int amountToRefill = Mathf.Min (CurrentWeapon.AmmoClipSize, CurrentWeapon.AmmoOutsideOfClip);
CurrentWeapon.AmmoInClip = amountToRefill;
CurrentWeapon.AmmoOutsideOfClip -= amountToRefill;
}
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}
}
}
void LateUpdate_jdghrjgjr()
{
// all things that manipulate skeleton must be placed in LateUpdate(), because otherwise Animator will
// override them
// order of these functions is important
UpdateAnims ();
// RotatePlayerInDirectionOfAiming ();
// this should be done AFTER the player has rotated in direction of aiming
RotateSpine ();
// this should be done after all other skeleton changes
// idk why this boolean has to be checked - there are some race conditions with animations
// - if we don't check it, weapons will start shaking
// if (this.IsAiming)
UpdateWeaponTransform ();
}
private void UpdateAnims ()
{
}
private void RotateSpine ()
{
}
public void UpdateWeaponTransform ()
{
// update transform of weapon
if (CurrentWeaponTransform != null) {
if (this.weaponAttachType == WeaponAttachType.BothFingers) {
if (PlayerModel.RightFinger != null && PlayerModel.LeftFinger != null) {
CurrentWeaponTransform.transform.position = PlayerModel.RightFinger.transform.position;
Vector3 dir = (PlayerModel.LeftFinger.transform.position - PlayerModel.RightFinger.transform.position).normalized;
Quaternion q = Quaternion.LookRotation (dir, transform.up);
Vector3 upNow = q * Vector3.up;
dir = Quaternion.AngleAxis (-90, upNow) * dir;
CurrentWeaponTransform.transform.rotation = Quaternion.LookRotation (dir, transform.up);
}
} else if (this.weaponAttachType == WeaponAttachType.RightHand) {
if (PlayerModel.RightHand != null) {
Vector3 weaponPos = PlayerModel.RightHand.position;
Transform rotationTr = PlayerModel.RightHand;
// add aim offset
// var aimOffset = CurrentWeapon.GunAimingOffset;
// if (aimOffset != null)
// weaponPos += rotationTr.forward * aimOffset.aimZ + rotationTr.right * aimOffset.aimX;
CurrentWeaponTransform.transform.position = weaponPos;
CurrentWeaponTransform.transform.rotation = rotationTr.rotation;
}
}
}
}
public void RotatePlayerInDirectionOfAiming ()
{
if (!this.IsAiming)
return;
Peds.States.BaseAimMovementState.RotatePedInDirectionOfAiming (m_ped);
}
public void SwitchWeapon( bool next )
{
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// TODO: clients should send request to server to switch weapon
if (!NetStatus.IsServer)
return;
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if (currentWeaponSlot < 0)
currentWeaponSlot = 0;
int delta = next ? 1 : -1;
for (int i = currentWeaponSlot + delta, count = 0;
i != currentWeaponSlot && count < weapons.Length;
i += delta, count++) {
if (i < 0)
i = weapons.Length - 1;
if (i >= weapons.Length)
i = 0;
if ( (int)WeaponSlot.Hand == i || weapons [i] != null ) {
// this is a hand slot or there is a weapon in this slot
// switch to it
SwitchWeapon (i);
break;
}
}
}
public void SwitchWeapon (int slotIndex)
{
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// TODO: clients should send request to server to switch weapon
if (!NetStatus.IsServer)
return;
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if (slotIndex == currentWeaponSlot)
return;
if (CurrentWeapon != null) {
// hide the weapon
HideWeapon( CurrentWeapon );
}
if (slotIndex >= 0) {
CurrentWeapon = weapons [slotIndex];
// show the weapon
if (CurrentWeapon != null)
UnHideWeapon (CurrentWeapon);
} else {
CurrentWeapon = null;
}
currentWeaponSlot = slotIndex;
m_frameWhenSwitchedWeapon = Time.frameCount;
m_ped.StopFiring ();
this.UpdateWeaponTransform ();
}
private static void HideWeapon (Weapon weapon)
{
weapon.gameObject.SetActive (false);
}
private static void UnHideWeapon (Weapon weapon)
{
weapon.gameObject.SetActive (true);
}
public void SetWeaponAtSlot (Importing.Items.Definitions.WeaponDef weaponDef, int slot)
{
this.SetWeaponAtSlot (weaponDef.Id, slot);
}
public void SetWeaponAtSlot (int weaponId, int slotIndex)
{
if (!NetStatus.IsServer)
return;
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// destroy current weapon at this slot
if (weapons [slotIndex] != null) {
DestroyWeapon (weapons [slotIndex]);
}
weapons [slotIndex] = Weapon.Load (weaponId);
weapons [slotIndex].PedOwner = m_ped;
if (slotIndex == currentWeaponSlot) {
// update current weapon variable
CurrentWeapon = weapons [slotIndex];
// update it's transform
this.UpdateWeaponTransform ();
} else {
// hide the newly created weapon
HideWeapon (weapons[slotIndex]);
}
}
public Weapon GetWeaponAtSlot (int slotIndex)
{
return this.weapons [slotIndex];
}
public void RemoveAllWeapons() {
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if (!NetStatus.IsServer)
return;
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this.SwitchWeapon (-1);
for (int i = 0; i < this.weapons.Length; i++) {
if (this.weapons [i] != null)
DestroyWeapon (this.weapons [i]);
this.weapons [i] = null;
}
}
private static void DestroyWeapon (Weapon w)
{
Destroy (w.gameObject);
w.PedOwner = null;
}
public void AddRandomWeapons ()
{
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if (!NetStatus.IsServer)
return;
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int[] slots = new int[] { WeaponSlot.Pistol, WeaponSlot.Shotgun, WeaponSlot.Submachine,
WeaponSlot.Machine, WeaponSlot.Rifle, WeaponSlot.Heavy
};
var groups = WeaponData.LoadedWeaponsData.Where( wd => slots.Contains( wd.weaponslot ) )
.DistinctBy( wd => wd.weaponType )
.GroupBy( wd => wd.weaponslot );
foreach (var grp in groups) {
int count = grp.Count ();
if (count < 1)
continue;
int index = Random.Range (0, count);
WeaponData chosenWeaponData = grp.ElementAt (index);
this.SetWeaponAtSlot (chosenWeaponData.modelId1, grp.Key);
// add some ammo
Weapon weapon = this.GetWeaponAtSlot( grp.Key );
AddRandomAmmoAmountToWeapon (weapon);
}
}
public static void AddRandomAmmoAmountToWeapon (Weapon weapon)
{
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if (!NetStatus.IsServer)
return;
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weapon.AmmoInClip = weapon.AmmoClipSize;
weapon.AmmoOutsideOfClip += weapon.AmmoClipSize * Random.Range( 0, 11 );
weapon.AmmoOutsideOfClip += Random.Range (50, 200);
}
void OnDrawGizmosSelected ()
{
// draw gizmos for current weapon
if (CurrentWeapon != null) {
CurrentWeapon.OnDrawGizmosSelected ();
}
// draw line from camera
F.GizmosDrawLineFromCamera ();
}
}
}