2020-05-31 17:07:22 +00:00
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using SanAndreasUnity.Importing.Conversion;
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using SanAndreasUnity.Importing.Items;
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using SanAndreasUnity.Importing.Items.Definitions;
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using SanAndreasUnity.Importing.Vehicles;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using VehicleDef = SanAndreasUnity.Importing.Items.Definitions.VehicleDef;
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namespace SanAndreasUnity.Behaviours.Vehicles
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{
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public partial class Vehicle
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{
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[Flags]
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public enum WheelAlignment
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{
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None = 0,
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Front = 1,
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Mid = 2,
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Rear = 4,
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Left = 8,
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Right = 16,
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LeftRightMask = Left | Right,
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FrontMidRearMask = Front | Mid | Rear,
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RightFront = Right | Front,
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LeftFront = Left | Front,
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RightMid = Right | Mid,
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LeftMid = Left | Mid,
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RightRear = Right | Rear,
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LeftRear = Left | Rear,
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}
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[Flags]
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public enum SeatAlignment
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{
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None = 0,
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Front = 1,
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Back = 2,
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Left = 4,
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Right = 8,
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FrontBackMask = Front | Back,
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LeftRightMask = Left | Right,
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FrontRight = Front | Right,
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FrontLeft = Front | Left,
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BackRight = Back | Right,
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BackLeft = Back | Left,
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}
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public enum DoorAlignment
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{
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None,
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RightFront,
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LeftFront,
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RightRear,
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LeftRear,
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}
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private static VehicleDef[] _sRandomSpawnable;
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private static int _sMaxSpawnableIndex;
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private static VehicleDef[] GetRandomSpawnableDefs(out int maxIndex)
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{
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var all = Item.GetDefinitions<VehicleDef>().ToArray();
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var defs = all
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.Where(x => x.Frequency > 0 && x.VehicleType == VehicleType.Car)
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.ToArray();
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maxIndex = defs.Sum(x => x.Frequency);
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return defs;
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}
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private static VehicleDef GetRandomDef()
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{
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if (_sRandomSpawnable == null)
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{
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_sRandomSpawnable = GetRandomSpawnableDefs(out _sMaxSpawnableIndex);
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}
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var index = UnityEngine.Random.Range(0, _sMaxSpawnableIndex);
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foreach (var def in _sRandomSpawnable)
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{
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index -= def.Frequency;
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if (index < 0) return def;
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}
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throw new Exception("Unable to find cars to spawn");
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}
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2019-07-08 21:43:13 +00:00
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public static void GetPositionForSpawning(Transform inFrontOfTransform, out Vector3 pos, out Quaternion rot) {
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2020-05-31 17:07:22 +00:00
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pos = Vector3.zero;
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rot = Quaternion.identity;
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Vector3 spawnOffset = new Vector3 (0, 2, 5);
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2019-07-08 21:43:13 +00:00
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pos = inFrontOfTransform.position + inFrontOfTransform.forward * spawnOffset.z + inFrontOfTransform.up * spawnOffset.y
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+ inFrontOfTransform.right * spawnOffset.x;
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rot = Quaternion.LookRotation(-inFrontOfTransform.right, Vector3.up);
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2020-05-31 17:07:22 +00:00
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}
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public static Vehicle Create(VehicleSpawner spawner)
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{
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return Create(spawner.Info.CarId, spawner.Info.Colors, spawner.transform.position,
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spawner.transform.rotation);
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}
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public static Vehicle Create(int carId, Vector3 position, Quaternion rotation)
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{
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return Create (carId, null, position, rotation);
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}
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2019-07-08 21:43:13 +00:00
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public static Vehicle CreateInFrontOf(int carId, Transform inFrontOfTransform) {
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2020-05-31 17:07:22 +00:00
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Vector3 pos;
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Quaternion rot;
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2019-07-08 21:43:13 +00:00
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GetPositionForSpawning (inFrontOfTransform, out pos, out rot);
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2020-05-31 17:07:22 +00:00
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return Create (carId, pos, rot);
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}
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2019-07-08 21:43:13 +00:00
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public static Vehicle CreateRandomInFrontOf(Transform inFrontOfTransform)
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{
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return CreateInFrontOf(-1, inFrontOfTransform);
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}
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2020-05-31 17:07:22 +00:00
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public static Vehicle Create(int carId, int[] colors, Vector3 position, Quaternion rotation)
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2019-04-29 22:30:06 +00:00
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{
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2019-04-29 23:41:18 +00:00
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// this probably should not be done like this
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var go = Instantiate(VehicleManager.Instance.vehiclePrefab);
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var v = Create(go, carId, colors, position, rotation);
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if (Net.NetStatus.IsServer)
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{
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v.GetComponent<VehicleController>().OnAfterCreateVehicle();
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Net.NetManager.Spawn(go);
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}
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return v;
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2019-04-29 22:30:06 +00:00
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}
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public static Vehicle Create(GameObject vehicleGameObject, int carId, int[] colors,
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Vector3 position, Quaternion rotation)
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2020-05-31 17:07:22 +00:00
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{
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2019-04-29 22:23:42 +00:00
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2019-04-29 22:30:06 +00:00
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var inst = vehicleGameObject.AddComponent<Vehicle>();
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2020-05-31 17:07:22 +00:00
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VehicleDef def;
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if (carId == -1)
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{
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def = GetRandomDef();
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}
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else
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{
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def = Item.GetDefinition<VehicleDef>(carId);
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}
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inst.Initialize(def, colors);
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inst.transform.position = position - Vector3.up * inst.AverageWheelHeight;
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inst.transform.localRotation = rotation;
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2019-06-25 20:35:44 +00:00
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OutOfRangeDestroyer destroyer = Utilities.F.GetOrAddComponent<OutOfRangeDestroyer>(inst.gameObject);
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2020-05-31 17:07:22 +00:00
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destroyer.timeUntilDestroyed = 5;
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destroyer.range = 300;
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return inst;
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}
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private Geometry.GeometryParts _geometryParts;
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public class Wheel
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{
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public WheelAlignment Alignment { get; set; }
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public bool IsLeftHand
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{
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get { return (Alignment & WheelAlignment.Left) == WheelAlignment.Left; }
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}
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public bool IsRightHand
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{
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get { return (Alignment & WheelAlignment.Right) == WheelAlignment.Right; }
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}
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public bool IsFront
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{
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get { return (Alignment & WheelAlignment.Front) == WheelAlignment.Front; }
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}
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public bool IsMid
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{
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get { return (Alignment & WheelAlignment.Mid) == WheelAlignment.Mid; }
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}
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public bool IsRear
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{
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get { return (Alignment & WheelAlignment.Rear) == WheelAlignment.Rear; }
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}
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public Transform Parent { get; set; }
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public Transform Child { get; set; }
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public WheelCollider Collider { get; set; }
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public Wheel Complement { get; set; }
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public float Travel { get; private set; }
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public void UpdateTravel()
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{
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Travel = 1f;
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WheelHit hit;
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if (Collider.GetGroundHit(out hit))
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{
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Travel = (-Parent.transform.InverseTransformPoint(hit.point).y - Collider.radius) / Collider.suspensionDistance;
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}
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}
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public Quaternion Roll { get; set; }
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}
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public class Seat
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{
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2020-05-07 16:36:56 +00:00
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public SeatAlignment Alignment { get; internal set; }
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2020-05-31 17:07:22 +00:00
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2020-05-07 16:36:56 +00:00
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public Transform Parent { get; internal set; }
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2020-05-31 17:07:22 +00:00
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/// <summary> Ped that is occupying this seat. </summary>
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public Ped OccupyingPed { get; internal set; }
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2020-05-07 15:58:47 +00:00
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public float TimeWhenPedChanged { get; internal set; } = float.NegativeInfinity;
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public float TimeSincePedChanged => Time.time - this.TimeWhenPedChanged;
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2020-05-31 17:07:22 +00:00
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public bool IsTaken { get { return this.OccupyingPed != null; } }
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public bool IsLeftHand
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{
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get { return (Alignment & SeatAlignment.Left) == SeatAlignment.Left; }
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}
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public bool IsRightHand
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{
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get { return (Alignment & SeatAlignment.Right) == SeatAlignment.Right; }
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}
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public bool IsFront
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{
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get { return (Alignment & SeatAlignment.Front) == SeatAlignment.Front; }
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}
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public bool IsBack
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{
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get { return (Alignment & SeatAlignment.Back) == SeatAlignment.Back; }
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}
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public bool IsDriver
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{
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get { return Alignment == SeatAlignment.FrontLeft; }
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}
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}
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private FrameContainer _frames;
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private readonly List<Wheel> _wheels = new List<Wheel>();
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private readonly List<Seat> _seats = new List<Seat>();
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public List<Wheel> Wheels { get { return _wheels; } }
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public List<Seat> Seats { get { return _seats; } }
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private WheelAlignment GetWheelAlignment(string frameName)
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{
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switch (frameName)
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{
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case "wheel_rf_dummy":
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return WheelAlignment.RightFront;
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case "wheel_lf_dummy":
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return WheelAlignment.LeftFront;
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case "wheel_rm_dummy":
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return WheelAlignment.RightMid;
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case "wheel_lm_dummy":
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return WheelAlignment.LeftMid;
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case "wheel_rb_dummy":
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return WheelAlignment.RightRear;
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case "wheel_lb_dummy":
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return WheelAlignment.LeftRear;
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default:
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return WheelAlignment.None;
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}
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}
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private DoorAlignment GetDoorAlignment(string frameName)
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{
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switch (frameName)
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{
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case "door_rf_dummy":
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return DoorAlignment.RightFront;
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case "door_lf_dummy":
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return DoorAlignment.LeftFront;
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case "door_rr_dummy":
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return DoorAlignment.RightRear;
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case "door_lr_dummy":
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return DoorAlignment.LeftRear;
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default:
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return DoorAlignment.None;
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}
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}
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public Transform GetPart(string name)
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{
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var frame = _frames.GetByName(name);
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return frame != null ? frame.transform : null;
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}
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private void AttachSeat(Transform parent, SeatAlignment alignment)
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{
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_seats.Add(new Seat { Parent = parent, Alignment = alignment });
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}
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private void Initialize(VehicleDef def, int[] colors = null)
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{
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Definition = def;
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if (colors != null && colors[0] != -1)
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{
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SetColors(colors);
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}
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else
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|
|
{
|
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|
|
var defaultClrs = CarColors.GetCarDefaults(Definition.ModelName);
|
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|
|
|
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|
|
if (defaultClrs != null)
|
|
|
|
|
{
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|
|
SetColors(defaultClrs[UnityEngine.Random.Range(0, defaultClrs.Count)]);
|
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|
|
}
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|
else
|
|
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|
|
{
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|
|
Debug.LogWarningFormat("No colours defined for {0}!", def.GameName);
|
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|
|
}
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|
|
}
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|
|
name = Definition.GameName;
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|
|
_geometryParts = Geometry.Load(Definition.ModelName,
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|
|
|
TextureDictionary.Load(Definition.TextureDictionaryName),
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|
|
TextureDictionary.Load("vehicle"),
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|
|
TextureDictionary.Load("misc"));
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|
|
_frames = _geometryParts.AttachFrames(transform, MaterialFlags.Vehicle);
|
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|
|
var wheelFrame = _frames.FirstOrDefault(x => x.Name == "wheel");
|
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|
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|
|
|
if (wheelFrame == null)
|
|
|
|
|
{
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|
|
Debug.LogWarningFormat("No wheels defined for {0}!", def.GameName);
|
|
|
|
|
Destroy(gameObject);
|
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|
|
return;
|
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|
|
|
}
|
|
|
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|
|
|
|
|
|
foreach (var frame in _frames)
|
|
|
|
|
{
|
|
|
|
|
if (!frame.Name.StartsWith("wheel_")) continue;
|
|
|
|
|
if (!frame.Name.EndsWith("_dummy")) continue;
|
|
|
|
|
|
|
|
|
|
var childFrames = _frames.Where(x => x.ParentIndex == frame.Index);
|
|
|
|
|
|
|
|
|
|
// disable all children of wheel dummies
|
|
|
|
|
foreach (var childFrame in childFrames)
|
|
|
|
|
{
|
|
|
|
|
childFrame.gameObject.SetActive(false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var wheelAlignment = GetWheelAlignment(frame.Name);
|
|
|
|
|
|
|
|
|
|
Wheel inst;
|
|
|
|
|
|
|
|
|
|
// see if this wheel dummy has a wheel child
|
|
|
|
|
var wheel = childFrames.FirstOrDefault(x => x.Name == "wheel");
|
|
|
|
|
|
|
|
|
|
if (wheel == null)
|
|
|
|
|
{
|
|
|
|
|
var copy = Instantiate(wheelFrame.transform);
|
|
|
|
|
copy.SetParent(frame.transform, false);
|
|
|
|
|
|
|
|
|
|
_wheels.Add(inst = new Wheel
|
|
|
|
|
{
|
|
|
|
|
Alignment = wheelAlignment,
|
|
|
|
|
Parent = frame.transform,
|
|
|
|
|
Child = copy,
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// all children of wheel dummies get set to inactive so activate this one
|
|
|
|
|
wheel.gameObject.SetActive(true);
|
|
|
|
|
|
|
|
|
|
_wheels.Add(inst = new Wheel
|
|
|
|
|
{
|
|
|
|
|
Alignment = wheelAlignment,
|
|
|
|
|
Parent = frame.transform,
|
|
|
|
|
Child = wheel.transform,
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (inst.IsLeftHand)
|
|
|
|
|
{
|
|
|
|
|
frame.transform.Rotate(Vector3.up, 180.0f);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
inst.Complement = _wheels.FirstOrDefault(x =>
|
|
|
|
|
(x.Alignment & WheelAlignment.LeftRightMask) != (inst.Alignment & WheelAlignment.LeftRightMask) &&
|
|
|
|
|
(x.Alignment & WheelAlignment.FrontMidRearMask) == (inst.Alignment & WheelAlignment.FrontMidRearMask));
|
|
|
|
|
|
|
|
|
|
if (inst.Complement != null)
|
|
|
|
|
{
|
|
|
|
|
inst.Complement.Complement = inst;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
InitializePhysics();
|
|
|
|
|
|
|
|
|
|
foreach (var pair in _frames.Where(x => x.Name.StartsWith("door_")))
|
|
|
|
|
{
|
|
|
|
|
var doorAlignment = GetDoorAlignment(pair.Name);
|
|
|
|
|
|
|
|
|
|
if (doorAlignment == DoorAlignment.None) continue;
|
|
|
|
|
|
|
|
|
|
var hinge = pair.gameObject.AddComponent<HingeJoint>();
|
|
|
|
|
hinge.axis = Vector3.up;
|
|
|
|
|
hinge.useLimits = true;
|
|
|
|
|
|
|
|
|
|
var limit = 90.0f * ((doorAlignment == DoorAlignment.LeftFront || doorAlignment == DoorAlignment.LeftRear) ? 1.0f : -1.0f);
|
|
|
|
|
hinge.limits = new JointLimits { min = Mathf.Min(0, limit), max = Mathf.Max(0, limit), };
|
|
|
|
|
hinge.connectedBody = gameObject.GetComponent<Rigidbody>();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var frontSeat = GetPart("ped_frontseat");
|
|
|
|
|
var backSeat = GetPart("ped_backseat");
|
|
|
|
|
|
|
|
|
|
if (frontSeat != null)
|
|
|
|
|
{
|
|
|
|
|
var frontSeatMirror = new GameObject("ped_frontseat").transform;
|
|
|
|
|
frontSeatMirror.SetParent(frontSeat.parent, false);
|
|
|
|
|
frontSeatMirror.localPosition = Vector3.Scale(frontSeat.localPosition, new Vector3(-1f, 1f, 1f));
|
|
|
|
|
|
|
|
|
|
if (frontSeat.localPosition.x > 0f)
|
|
|
|
|
{
|
|
|
|
|
AttachSeat(frontSeat, SeatAlignment.FrontRight);
|
|
|
|
|
AttachSeat(frontSeatMirror, SeatAlignment.FrontLeft);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
AttachSeat(frontSeatMirror, SeatAlignment.FrontRight);
|
|
|
|
|
AttachSeat(frontSeat, SeatAlignment.FrontLeft);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DriverTransform = GetSeat(SeatAlignment.FrontLeft).Parent;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (backSeat != null)
|
|
|
|
|
{
|
|
|
|
|
var backSeatMirror = new GameObject("ped_backseat").transform;
|
|
|
|
|
backSeatMirror.SetParent(backSeat.parent, false);
|
|
|
|
|
backSeatMirror.localPosition = Vector3.Scale(backSeat.localPosition, new Vector3(-1f, 1f, 1f));
|
|
|
|
|
|
|
|
|
|
if (backSeat.localPosition.x > 0f)
|
|
|
|
|
{
|
|
|
|
|
AttachSeat(backSeat, SeatAlignment.BackRight);
|
|
|
|
|
AttachSeat(backSeatMirror, SeatAlignment.BackLeft);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
AttachSeat(backSeatMirror, SeatAlignment.BackRight);
|
|
|
|
|
AttachSeat(backSeat, SeatAlignment.BackLeft);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Add vehicle damage
|
|
|
|
|
|
2019-05-27 18:37:16 +00:00
|
|
|
|
/*
|
2020-05-31 17:07:22 +00:00
|
|
|
|
var dam = gameObject.AddComponent<VehicleDamage>();
|
|
|
|
|
dam.damageParts = new Transform[] { transform.GetChild(0).Find("engine") };
|
|
|
|
|
dam.deformMeshes = gameObject.GetComponentsInChildren<MeshFilter>();
|
|
|
|
|
dam.displaceParts = gameObject.GetComponentsInChildren<Transform>().Where(x => x.GetComponent<Frame>() != null || x.GetComponent<FrameContainer>() != null).ToArray();
|
|
|
|
|
dam.damageFactor = VehicleAPI.constDamageFactor;
|
|
|
|
|
dam.collisionIgnoreHeight = -.4f;
|
|
|
|
|
dam.collisionTimeGap = .1f;
|
|
|
|
|
|
|
|
|
|
//OptimizeVehicle();
|
|
|
|
|
|
|
|
|
|
dam.deformColliders = gameObject.GetComponentsInChildren<MeshCollider>();
|
2019-05-27 18:37:16 +00:00
|
|
|
|
*/
|
|
|
|
|
|
2020-05-31 17:07:22 +00:00
|
|
|
|
|
|
|
|
|
gameObject.SetLayerRecursive(Layer);
|
2019-05-27 18:37:16 +00:00
|
|
|
|
|
2020-05-31 17:07:22 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|