SanAndreasUnity/Assets/Scripts/Networking/PedSync.cs

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using System.Collections.Generic;
using UnityEngine;
using Mirror;
using System.Linq;
using SanAndreasUnity.Utilities;
using SanAndreasUnity.Behaviours;
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using SanAndreasUnity.Behaviours.Vehicles;
using SanAndreasUnity.Behaviours.Peds.States;
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namespace SanAndreasUnity.Net
{
public class PedSync : NetworkBehaviour
{
Player m_player;
Ped m_ped { get { return m_player.OwnedPed; } }
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public static PedSync Local { get; private set; }
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void Awake()
{
m_player = this.GetComponentOrThrow<Player>();
}
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public override void OnStartLocalPlayer()
{
base.OnStartLocalPlayer();
Local = this;
}
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void Start()
{
}
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public void SendInput(bool isWalkOn, bool isRunOn, bool isSprintOn, Vector3 movementInput,
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bool isJumpOn, Vector3 heading, Vector3 aimDir, Vector3 firePos, Vector3 fireDir, bool isAimOn, bool isFireOn)
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{
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this.CmdSendingInput(isWalkOn, isRunOn, isSprintOn, movementInput, isJumpOn, heading, aimDir, firePos, fireDir, isAimOn, isFireOn);
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}
public void SendInput()
{
Ped ped = m_ped;
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this.SendInput(ped.IsWalkOn, ped.IsRunOn, ped.IsSprintOn, ped.Movement, ped.IsJumpOn, ped.Heading,
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ped.AimDirection, ped.FirePosition, ped.FireDirection, ped.IsAimOn, ped.IsFireOn);
}
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[Command]
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void CmdSendingInput(bool isWalkOn, bool isRunOn, bool isSprintOn, Vector3 movementInput,
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bool isJumpOn, Vector3 heading, Vector3 aimDir, Vector3 firePos, Vector3 fireDir, bool isAimOn, bool isFireOn)
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{
if (null == m_ped)
return;
Ped ped = m_ped;
ped.IsWalkOn = isWalkOn;
ped.IsRunOn = isRunOn;
ped.IsSprintOn = isSprintOn;
ped.Movement = movementInput;
ped.IsJumpOn = isJumpOn;
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ped.Heading = heading;
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ped.AimDirection = aimDir;
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ped.NetFirePos = firePos;
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ped.NetFireDir = fireDir;
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ped.IsAimOn = isAimOn;
ped.IsFireOn = isFireOn;
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}
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public void SendVehicleInput(float acceleration, float steering, float braking) =>
this.CmdSendingVehicleInput(acceleration, steering, braking);
[Command]
void CmdSendingVehicleInput(float acceleration, float steering, float braking)
{
if (null == m_ped || null == m_ped.CurrentVehicle)
return;
var v = m_ped.CurrentVehicle;
v.Accelerator = acceleration;
v.Steering = steering;
v.Braking = braking;
}
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public void OnButtonPressed(string buttonName) => this.CmdOnButtonPressed(buttonName);
[Command]
void CmdOnButtonPressed(string buttonName)
{
if (m_ped != null)
m_ped.OnButtonPressed(buttonName);
}
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public void OnCrouchButtonPressed() => this.CmdOnCrouchButtonPressed();
[Command]
void CmdOnCrouchButtonPressed()
{
if (m_ped)
m_ped.OnCrouchButtonPressed();
}
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public void OnSubmitButtonPressed() => this.CmdOnSubmitButtonPressed();
[Command]
void CmdOnSubmitButtonPressed()
{
if (m_ped)
m_ped.OnSubmitPressed();
}
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public void OnFireButtonPressed() => this.CmdOnFireButtonPressed();
[Command]
void CmdOnFireButtonPressed()
{
if (m_ped != null)
m_ped.OnFireButtonPressed();
}
public void OnAimButtonPressed() => this.CmdOnAimButtonPressed();
[Command]
void CmdOnAimButtonPressed()
{
if (m_ped != null)
m_ped.OnAimButtonPressed();
}
public void OnNextWeaponButtonPressed() => this.CmdOnNextWeaponButtonPressed();
[Command]
void CmdOnNextWeaponButtonPressed()
{
if (m_ped != null)
m_ped.OnNextWeaponButtonPressed();
}
public void OnPreviousWeaponButtonPressed() => this.CmdOnPreviousWeaponButtonPressed();
[Command]
void CmdOnPreviousWeaponButtonPressed()
{
if (m_ped != null)
m_ped.OnPreviousWeaponButtonPressed();
}
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public static void OnWeaponFired(Ped ped, Weapon weapon, Vector3 firePos)
{
foreach (var p in Player.AllPlayersEnumerable)
p.GetComponent<PedSync>().TargetOnWeaponFired(p.connectionToClient, ped.gameObject, weapon.gameObject, firePos);
}
[TargetRpc]
void TargetOnWeaponFired(NetworkConnection conn, GameObject pedGo, GameObject weaponGo, Vector3 firePos)
{
if (NetStatus.IsServer)
return;
if (null == weaponGo || null == pedGo)
return;
F.RunExceptionSafe( () => {
var ped = pedGo.GetComponent<Ped>();
var weapon = weaponGo.GetComponent<Weapon>();
if (ped.CurrentState != null)
ped.CurrentState.OnWeaponFiredFromServer(weapon, firePos);
});
}
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}
}