2020-05-31 17:07:22 +00:00
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using UnityEngine;
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using SanAndreasUnity.Utilities;
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using SanAndreasUnity.Behaviours.Vehicles;
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using SanAndreasUnity.Importing.Animation;
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2019-04-29 14:25:50 +00:00
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using System.Linq;
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2020-05-31 17:07:22 +00:00
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namespace SanAndreasUnity.Behaviours.Peds.States
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{
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public class VehicleExitingState : BaseVehicleState
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{
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2019-04-29 00:28:40 +00:00
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Coroutine m_coroutine;
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2019-04-29 14:25:50 +00:00
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bool m_isExitingImmediately = false;
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2020-05-31 17:07:22 +00:00
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2019-04-29 15:05:08 +00:00
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public override void OnBecameActive()
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{
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base.OnBecameActive();
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this.ExitVehicleInternal();
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}
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2019-04-29 00:28:40 +00:00
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public override void OnBecameInactive()
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{
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this.Cleanup();
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2020-05-31 17:07:22 +00:00
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2019-04-29 14:25:50 +00:00
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m_isExitingImmediately = false;
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2019-04-29 00:28:40 +00:00
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if (m_coroutine != null)
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StopCoroutine(m_coroutine);
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m_coroutine = null;
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2020-05-31 17:07:22 +00:00
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2019-04-29 00:28:40 +00:00
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base.OnBecameInactive();
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2020-05-31 17:07:22 +00:00
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}
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public void ExitVehicle(bool immediate = false)
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{
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if (!m_ped.IsInVehicle || !m_ped.IsInVehicleSeat)
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return;
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// obtain current vehicle from Ped
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this.CurrentVehicle = m_ped.CurrentVehicle;
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this.CurrentVehicleSeat = m_ped.CurrentVehicleSeat;
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2019-04-29 14:39:07 +00:00
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2019-04-29 14:25:50 +00:00
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m_isExitingImmediately = immediate;
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2020-05-31 17:07:22 +00:00
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// after obtaining parameters, switch to this state
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m_ped.SwitchState<VehicleExitingState> ();
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2019-04-29 14:25:50 +00:00
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// we'll do the rest of the work when our state gets activated
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2020-05-31 17:07:22 +00:00
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2019-04-29 14:25:50 +00:00
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}
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void ExitVehicleInternal()
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{
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2019-04-29 00:26:44 +00:00
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VehicleEnteringState.PreparePedForVehicle(m_ped, this.CurrentVehicle, this.CurrentVehicleSeat);
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2019-04-29 14:25:50 +00:00
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// TODO: no need for this, vehicle should know when there is no driver
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// TODO: but, right now, this should be included in cleanup
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2019-04-28 23:49:21 +00:00
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if (this.CurrentVehicleSeat.IsDriver)
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this.CurrentVehicle.StopControlling();
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2019-04-28 23:51:12 +00:00
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2019-04-29 14:25:50 +00:00
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// send message to clients
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if (m_isServer)
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{
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if (!m_isExitingImmediately)
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{
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// We don't need to send this message. If ped exits immediately, he will switch to stand state.
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// If he starts exiting, he will change state to this one. Either way, switching state on client
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// will be performed ok.
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}
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}
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m_coroutine = StartCoroutine (ExitVehicleAnimation (m_isExitingImmediately));
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2020-05-31 17:07:22 +00:00
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}
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private System.Collections.IEnumerator ExitVehicleAnimation(bool immediate)
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{
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var seat = this.CurrentVehicleSeat;
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var animIndex = seat.IsLeftHand ? AnimIndex.GetOutLeft : AnimIndex.GetOutRight;
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2019-04-29 00:04:16 +00:00
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m_model.VehicleParentOffset = Vector3.Scale(m_model.GetAnim(AnimGroup.Car, animIndex).RootStart, new Vector3(-1, -1, -1));
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2020-05-31 17:07:22 +00:00
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if (!immediate)
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{
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var animState = m_model.PlayAnim(AnimGroup.Car, animIndex, PlayMode.StopAll);
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animState.wrapMode = WrapMode.Once;
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// wait until anim finishes or stops
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while (animState.enabled)
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yield return new WaitForEndOfFrame();
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}
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2019-04-29 00:04:16 +00:00
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// ped now completely exited the vehicle
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2020-05-31 17:07:22 +00:00
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2019-04-29 00:04:16 +00:00
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m_ped.transform.localPosition = m_model.VehicleParentOffset;
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2020-05-31 17:07:22 +00:00
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m_ped.transform.localRotation = Quaternion.identity;
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2019-04-29 00:04:16 +00:00
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m_model.VehicleParentOffset = Vector3.zero;
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2019-04-29 14:39:07 +00:00
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// now switch to other state
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// when our state gets deactivated, it will cleanup everything
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if (m_isServer)
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m_ped.SwitchState<StandState> ();
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2020-05-31 17:07:22 +00:00
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}
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}
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}
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