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https://github.com/GTA-ASM/SanAndreasUnity
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send fire position to server
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4 changed files with 9 additions and 5 deletions
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@ -91,6 +91,7 @@ namespace SanAndreasUnity.Behaviours
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public Weapon CurrentWeapon { get { return m_weaponHolder.CurrentWeapon; } }
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public bool IsFiring { get { return m_weaponHolder.IsFiring; } }
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public Vector3 AimDirection { get { return m_weaponHolder.AimDirection; } set => m_weaponHolder.AimDirection = value; }
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public Vector3 FirePosition => this.CurrentWeapon != null ? this.CurrentWeapon.GetFirePos() : this.transform.position;
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public Vector3 FireDirection => this.CurrentWeapon != null ? this.CurrentWeapon.GetFireDir() : this.AimDirection;
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public bool IsAimOn { get ; set ; }
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public bool IsFireOn { get ; set ; }
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@ -41,6 +41,8 @@ namespace SanAndreasUnity.Behaviours
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[SyncVar(hook=nameof(Net_OnWeaponChanged))] int m_net_currentWeaponSlot;
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[SyncVar] internal Vector3 m_net_aimDir;
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public Vector3 NetFirePos { get; set; }
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public Vector3 NetFireDir { get; set; }
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@ -421,7 +421,7 @@ namespace SanAndreasUnity.Behaviours.Peds.States
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if (m_ped.IsControlledByLocalPlayer || null == m_ped.PlayerOwner)
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return this.TryFire(m_weapon.GetFirePos(), m_weapon.GetFireDir());
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else // this ped is owned by remote client
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return this.TryFire(m_weapon.GetFirePos(), m_ped.NetFireDir);
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return this.TryFire(m_ped.NetFirePos, m_ped.NetFireDir);
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}
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}
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return false;
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@ -33,21 +33,21 @@ namespace SanAndreasUnity.Net
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}
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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 fireDir, bool isAimOn, bool isFireOn)
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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, fireDir, isAimOn, isFireOn);
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this.CmdSendingInput(isWalkOn, isRunOn, isSprintOn, movementInput, isJumpOn, heading, aimDir, firePos, fireDir, isAimOn, isFireOn);
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}
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public void SendInput()
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{
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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.FireDirection, ped.IsAimOn, ped.IsFireOn);
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ped.AimDirection, ped.FirePosition, ped.FireDirection, ped.IsAimOn, ped.IsFireOn);
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}
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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 fireDir, bool isAimOn, bool isFireOn)
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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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if (null == m_ped)
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return;
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@ -61,6 +61,7 @@ namespace SanAndreasUnity.Net
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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;
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ped.IsFireOn = isFireOn;
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