SanAndreasUnity/Assets/Scripts/Behaviours/Ped/Ped_Vehicle.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using SanAndreasUnity.Behaviours.Vehicles;
using SanAndreasUnity.Behaviours.World;
using SanAndreasUnity.Importing.Animation;
using System.Linq;
using SanAndreasUnity.Behaviours.Peds.States;
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using SanAndreasUnity.Net;
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namespace SanAndreasUnity.Behaviours
{
public partial class Ped {
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[SerializeField] private float m_enterVehicleRadius = 2.0f;
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public float EnterVehicleRadius { get { return m_enterVehicleRadius; } set { m_enterVehicleRadius = value; } }
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public Vehicle CurrentVehicle {
get {
if (this.CurrentState != null && this.CurrentState is IVehicleState)
{
return ((IVehicleState)this.CurrentState).CurrentVehicle;
}
return null;
}
}
public Vehicle.Seat CurrentVehicleSeat {
get {
if (this.CurrentState != null && this.CurrentState is IVehicleState)
{
return ((IVehicleState)this.CurrentState).CurrentVehicleSeat;
}
return null;
}
}
public bool IsInVehicle { get { return CurrentVehicle != null; } }
public bool IsInVehicleSeat { get { return this.CurrentState != null && this.CurrentState.RepresentsState (typeof(VehicleSittingState)); } }
public bool IsDrivingVehicle { get { return this.IsInVehicleSeat && this.CurrentVehicleSeat.IsDriver && this.IsInVehicle; } }
public Vehicle.SeatAlignment CurrentVehicleSeatAlignment { get { return CurrentVehicleSeat.Alignment; } }
public void EnterVehicle(Vehicle vehicle, Vehicle.SeatAlignment seatAlignment, bool immediate = false)
{
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NetStatus.ThrowIfNotOnServer();
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// find state script, and call it's method
this.GetStateOrLogError<VehicleEnteringState>().TryEnterVehicle( vehicle, seatAlignment, immediate );
}
public void ExitVehicle(bool immediate = false)
{
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NetStatus.ThrowIfNotOnServer();
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this.GetStateOrLogError<VehicleExitingState> ().ExitVehicle (immediate);
}
public static List<Vehicle.SeatAlignment> GetFreeSeats( Vehicle vehicle )
{
return vehicle.Seats.Where (s => !s.IsTaken).Select (s => s.Alignment).ToList ();
// var freeSeats = new List<Vehicle.SeatAlignment> (vehicle.Seats.Select (s => s.Alignment));
//
// var players = FindObjectsOfType<Player> ();
//
// foreach (var p in players) {
// if (p.IsInVehicle && p.CurrentVehicle == vehicle) {
// freeSeats.Remove (p.CurrentVehicleSeatAlignment);
// }
// }
//
// return freeSeats;
}
private void UpdateWheelTurning()
{
}
public Vehicle FindVehicleInRange ()
{
// find any vehicles that have a seat inside the checking radius and sort by closest seat
return FindObjectsOfType<Vehicle>()
.Where(x => Vector3.Distance(transform.position, x.FindClosestSeatTransform(transform.position).position) < EnterVehicleRadius)
.OrderBy(x => Vector3.Distance(transform.position, x.FindClosestSeatTransform(transform.position).position))
.FirstOrDefault();
}
public Vehicle TryEnterVehicleInRange ()
{
var vehicle = this.FindVehicleInRange ();
if (null == vehicle)
return null;
var seat = vehicle.FindClosestSeat(this.transform.position);
this.EnterVehicle(vehicle, seat);
return vehicle;
}
}
}