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https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-25 05:20:17 +00:00
try to fix brakes ; refactor vehicle input
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e988839038
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5 changed files with 95 additions and 54 deletions
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@ -146,13 +146,13 @@ namespace SanAndreasUnity.Behaviours.Peds.States
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m_model.VehicleParentOffset = Vector3.zero;
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var driveState = this.CurrentVehicle.Steering > 0 ? AnimIndex.DriveRight : AnimIndex.DriveLeft;
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var driveState = this.CurrentVehicle.Input.steering > 0 ? AnimIndex.DriveRight : AnimIndex.DriveLeft;
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var state = m_model.PlayAnim(AnimGroup.Car, driveState, PlayMode.StopAll);
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state.speed = 0.0f;
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state.wrapMode = WrapMode.ClampForever;
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state.time = Mathf.Lerp(0.0f, state.length, Mathf.Abs(this.CurrentVehicle.Steering));
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state.time = Mathf.Lerp(0.0f, state.length, Mathf.Abs(this.CurrentVehicle.Input.steering));
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}
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@ -19,7 +19,7 @@ namespace SanAndreasUnity.Behaviours.Vehicles
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[SyncVar] float m_net_acceleration;
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[SyncVar] float m_net_steering;
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[SyncVar] float m_net_braking;
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[SyncVar] bool m_net_isHandBrakeOn;
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[SyncVar] float m_net_health;
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@ -184,9 +184,7 @@ namespace SanAndreasUnity.Behaviours.Vehicles
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// local ped is occupying driver seat
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float oldAcc = m_vehicle.Accelerator;
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float oldBrake = m_vehicle.Braking;
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float oldSteer = m_vehicle.Steering;
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var oldInput = m_vehicle.Input;
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if (!GameManager.CanPlayerReadInput())
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this.ResetInput();
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@ -196,16 +194,14 @@ namespace SanAndreasUnity.Behaviours.Vehicles
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// why do we send input ?
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// - so that everyone knows if the gas/brake is pressed, and can simulate wheel effects
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// - so that server can predict position and velocity of rigid body
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PedSync.Local.SendVehicleInput(m_vehicle.Accelerator, m_vehicle.Steering, m_vehicle.Braking);
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PedSync.Local.SendVehicleInput(m_vehicle.Input);
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// TODO: also send velocity of rigid body
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if (!NetStatus.IsServer && !VehicleManager.Instance.controlInputOnLocalPlayer)
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{
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// local player should not control input, so restore old input
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m_vehicle.Accelerator = oldAcc;
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m_vehicle.Braking = oldBrake;
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m_vehicle.Steering = oldSteer;
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m_vehicle.Input = oldInput;
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}
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}
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@ -213,9 +209,11 @@ namespace SanAndreasUnity.Behaviours.Vehicles
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{
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if (NetStatus.IsServer)
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{
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m_net_acceleration = m_vehicle.Accelerator;
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m_net_steering = m_vehicle.Steering;
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m_net_braking = m_vehicle.Braking;
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var vehicleInput = m_vehicle.Input;
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m_net_acceleration = vehicleInput.accelerator;
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m_net_steering = vehicleInput.steering;
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m_net_isHandBrakeOn = vehicleInput.isHandBrakeOn;
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m_net_health = m_vehicle.Health;
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// wheels
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@ -241,9 +239,12 @@ namespace SanAndreasUnity.Behaviours.Vehicles
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if (!this.IsControlledByLocalPlayer || (this.IsControlledByLocalPlayer &&
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!VehicleManager.Instance.controlInputOnLocalPlayer))
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{
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m_vehicle.Accelerator = m_net_acceleration;
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m_vehicle.Steering = m_net_steering;
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m_vehicle.Braking = m_net_braking;
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m_vehicle.Input = new Vehicle.VehicleInput
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{
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accelerator = m_net_acceleration,
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steering = m_net_steering,
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isHandBrakeOn = m_net_isHandBrakeOn,
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};
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}
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// update wheels
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@ -274,28 +275,21 @@ namespace SanAndreasUnity.Behaviours.Vehicles
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void ResetInput()
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{
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m_vehicle.Accelerator = 0;
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m_vehicle.Steering = 0;
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m_vehicle.Braking = 0;
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var input = m_vehicle.Input;
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input.Reset();
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m_vehicle.Input = input;
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}
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void ReadInput()
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{
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var customInput = CustomInput.Instance;
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var accel = customInput.GetAxis("Vertical");
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var brake = customInput.GetButton("Brake") ? 1.0f : 0.0f;
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var speed = Vector3.Dot(m_vehicle.Velocity, m_vehicle.transform.forward);
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var vehicleInput = new Vehicle.VehicleInput();
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vehicleInput.accelerator = customInput.GetAxis("Vertical");
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vehicleInput.isHandBrakeOn = customInput.GetButton("Brake");
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vehicleInput.steering = customInput.GetAxis("Horizontal");
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if (speed * accel < 0f)
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{
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brake = Mathf.Max(brake, 0.75f);
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accel = 0f;
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}
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m_vehicle.Accelerator = accel;
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m_vehicle.Steering = customInput.GetAxis("Horizontal");
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m_vehicle.Braking = brake;
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m_vehicle.Input = vehicleInput;
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}
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public void EnableOrDisableRigidBody()
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@ -11,14 +11,40 @@ namespace SanAndreasUnity.Behaviours.Vehicles
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private Rigidbody _rigidBody;
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public Rigidbody RigidBody => _rigidBody;
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[Range(-1, 1)]
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public float Accelerator;
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public struct VehicleInput
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{
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public float accelerator;
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public float steering;
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public bool isHandBrakeOn;
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[Range(-1, 1)]
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public float Steering;
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public void Reset()
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{
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this.accelerator = 0f;
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this.steering = 0f;
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this.isHandBrakeOn = false;
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}
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[Range(0, 1)]
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public float Braking = 1f;
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public void Validate()
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{
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if (float.IsNaN(this.accelerator))
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this.accelerator = 0f;
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if (float.IsNaN(this.steering))
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this.steering = 0f;
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this.accelerator = Mathf.Clamp(this.accelerator, -1f, 1f);
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this.steering = Mathf.Clamp(this.steering, -1f, 1f);
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}
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}
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private VehicleInput m_input;
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public VehicleInput Input
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{
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get => m_input;
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set
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{
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m_input = value;
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m_input.Validate();
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}
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}
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public Vector3 Velocity { get { return _rigidBody != null ? _rigidBody.velocity : Vector3.zero; } }
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@ -156,22 +182,38 @@ namespace SanAndreasUnity.Behaviours.Vehicles
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{
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var vals = VConsts.Instance;
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Vector3 velocity = this.Velocity;
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float movementSign = 1f;
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if (velocity == Vector3.zero)
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movementSign = 0f;
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else if (Vector3.Angle(velocity, this.transform.forward) > 90f) // going in reverse
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movementSign = -1f;
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float acc = m_input.accelerator;
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float brake = m_input.isHandBrakeOn ? 1f : 0f;
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if (acc != 0f && movementSign != 0f && Mathf.Sign(movementSign) != Mathf.Sign(acc))
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{
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acc = 0f;
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brake = 1f;
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}
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foreach (var wheel in _wheels)
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{
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// apply steering
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if (ShouldSteer(wheel))
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{
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wheel.Collider.steerAngle = HandlingData.SteeringLock * Steering;
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wheel.Collider.steerAngle = HandlingData.SteeringLock * m_input.steering;
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}
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// apply motor torque
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wheel.Collider.motorTorque =
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Accelerator * HandlingData.TransmissionEngineAccel
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acc * HandlingData.TransmissionEngineAccel
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* vals.AccelerationScale * DriveBias(wheel);
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// apply brake torque
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wheel.Collider.brakeTorque =
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Braking * HandlingData.BrakeDecel
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brake * HandlingData.BrakeDecel
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* vals.BreakingScale * BrakeBias(wheel);
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// update travel
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@ -68,19 +68,24 @@ namespace SanAndreasUnity.Net
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}
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public void SendVehicleInput(float acceleration, float steering, float braking) =>
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this.CmdSendingVehicleInput(acceleration, steering, braking);
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public void SendVehicleInput(Vehicle.VehicleInput vehicleInput) =>
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this.CmdSendingVehicleInput(vehicleInput.accelerator, vehicleInput.steering, vehicleInput.isHandBrakeOn);
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[Command]
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void CmdSendingVehicleInput(float acceleration, float steering, float braking)
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void CmdSendingVehicleInput(float acceleration, float steering, bool isHandBrakeOn)
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{
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if (null == m_ped || null == m_ped.CurrentVehicle)
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if (null == m_ped)
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return;
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var v = m_ped.CurrentVehicle;
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v.Accelerator = acceleration;
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v.Steering = steering;
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v.Braking = braking;
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var vehicle = m_ped.CurrentVehicle;
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if (null == vehicle)
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return;
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var input = new Vehicle.VehicleInput();
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input.accelerator = acceleration;
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input.steering = steering;
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input.isHandBrakeOn = isHandBrakeOn;
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vehicle.Input = input;
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}
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@ -61,16 +61,16 @@ namespace SanAndreasUnity.Stats
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{
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List<System.Object> objects = new List<System.Object>(){
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vehicle.Velocity,
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vehicle.Accelerator,
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vehicle.Braking,
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vehicle.Steering,
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vehicle.Input.accelerator,
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vehicle.Input.isHandBrakeOn,
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vehicle.Input.steering,
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vehicle.AverageWheelHeight,
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vehicle.NetTransform.netId,
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vehicle.NetTransform.syncInterval,
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vehicle.NetTransform.ComponentIndex,
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};
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var texts = new List<string>() {"velocity", "accelerator", "braking", "steering", "average wheel height",
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var texts = new List<string>() {"velocity", "accelerator", "is handbrake on", "steering angle", "average wheel height",
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"net id", "sync interval", "component index"};
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@ -81,8 +81,8 @@ namespace SanAndreasUnity.Stats
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texts.Add("\t" + w.Alignment);
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objects.Add(
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w.Collider != null
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? string.Format("travel {0} rpm {1} radius {2} motor torque {3} mass {4} is grounded {5}",
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w.Travel, w.Collider.rpm, w.Collider.radius, w.Collider.motorTorque, w.Collider.mass, w.Collider.isGrounded)
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? string.Format("travel {0} rpm {1} radius {2} motor torque {3} brake torque {4} mass {5} is grounded {6}",
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w.Travel, w.Collider.rpm, w.Collider.radius, w.Collider.motorTorque, w.Collider.brakeTorque, w.Collider.mass, w.Collider.isGrounded)
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: "");
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}
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