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https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-26 14:00:17 +00:00
improve vehicle spawning API, and add ability to request specific vehicle
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commit
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7 changed files with 27 additions and 54 deletions
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@ -6,15 +6,9 @@ namespace SanAndreasUnity.Behaviours
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public class UIVehicleSpawner : MonoBehaviour
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{
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public Vector3 spawnOffset = new Vector3(0, 2, 5);
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public KeyCode spawnKey = KeyCode.V;
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private void Start()
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{
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}
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private void Update()
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{
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if (Input.GetKeyDown(spawnKey))
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@ -22,40 +16,21 @@ namespace SanAndreasUnity.Behaviours
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if (Utilities.NetUtils.IsServer)
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SpawnVehicle();
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else if (Net.PlayerRequests.Local != null)
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Net.PlayerRequests.Local.RequestVehicleSpawn();
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Net.PlayerRequests.Local.RequestVehicleSpawn(-1);
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}
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}
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public void SpawnVehicle()
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private void SpawnVehicle()
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{
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var ped = Ped.Instance;
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if (null == ped)
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return;
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SpawnVehicle(ped);
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Vehicles.Vehicle.CreateRandomInFrontOf(ped.transform);
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}
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public void SpawnVehicle(Ped ped)
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{
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Vector3 pos = ped.transform.position + ped.transform.forward * spawnOffset.z + ped.transform.up * spawnOffset.y
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+ ped.transform.right * spawnOffset.x;
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Quaternion rotation = Quaternion.LookRotation(-ped.transform.right, Vector3.up);
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SpawnVehicle(pos, rotation);
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}
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public void SpawnVehicle(Vector3 pos, Quaternion rotation)
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{
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// SanAndreasUnity.Behaviours.Vehicles.VehicleSpawner.Create ();
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var v = SanAndreasUnity.Behaviours.Vehicles.Vehicle.Create(-1, null, pos, rotation);
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Debug.Log("Spawned vehicle with id " + v.Definition.Id);
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}
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}
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}
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@ -187,6 +187,8 @@ namespace SanAndreasUnity.Behaviours.Vehicles
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void Start()
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{
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this.ApplySyncRate(VehicleManager.Instance.vehicleSyncRate);
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Debug.LogFormat("Created vehicle - id {0}, name {1}", this.Definition.Id, this.Definition.GameName);
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}
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public void SetColors(params int[] clrIndices)
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@ -98,24 +98,16 @@ namespace SanAndreasUnity.Behaviours.Vehicles
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}
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/// <summary>
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/// Gets the position for spawning based on current position of player.
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/// </summary>
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public static void GetPositionForSpawning(out Vector3 pos, out Quaternion rot) {
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public static void GetPositionForSpawning(Transform inFrontOfTransform, out Vector3 pos, out Quaternion rot) {
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pos = Vector3.zero;
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rot = Quaternion.identity;
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//if (null == PlayerController.Instance)
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// return;
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var cont = PlayerController.Instance;
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Vector3 spawnOffset = new Vector3 (0, 2, 5);
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pos = cont.transform.position + cont.transform.forward * spawnOffset.z + cont.transform.up * spawnOffset.y
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+ cont.transform.right * spawnOffset.x;
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rot = Quaternion.LookRotation(-cont.transform.right, Vector3.up);
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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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}
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@ -130,16 +122,21 @@ namespace SanAndreasUnity.Behaviours.Vehicles
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return Create (carId, null, position, rotation);
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}
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public static Vehicle CreateInFrontOfPlayer(int carId) {
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public static Vehicle CreateInFrontOf(int carId, Transform inFrontOfTransform) {
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Vector3 pos;
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Quaternion rot;
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GetPositionForSpawning (out pos, out rot);
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GetPositionForSpawning (inFrontOfTransform, out pos, out rot);
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return Create (carId, pos, rot);
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}
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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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public static Vehicle Create(int carId, int[] colors, Vector3 position, Quaternion rotation)
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{
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// this probably should not be done like this
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@ -56,19 +56,17 @@ namespace SanAndreasUnity.Net
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return bCan;
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}
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public void RequestVehicleSpawn()
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{
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this.CmdRequestVehicleSpawn();
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}
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public void RequestVehicleSpawn(int vehicleId) => this.CmdRequestVehicleSpawn(vehicleId);
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[Command]
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void CmdRequestVehicleSpawn()
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void CmdRequestVehicleSpawn(int vehicleId)
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{
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if (!this.CanPlayerSpawnVehicle())
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return;
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m_timeWhenSpawnedVehicle = Time.time;
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F.RunExceptionSafe( () => FindObjectOfType<UIVehicleSpawner> ().SpawnVehicle(m_player.OwnedPed) );
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F.RunExceptionSafe( () => Vehicle.CreateInFrontOf(vehicleId, m_ped.transform) );
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}
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public void RequestPedModelChange()
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@ -47,9 +47,8 @@ namespace SanAndreasUnity.UI {
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Transform nearbyTransform = Ped.Instance != null ? Ped.Instance.transform : null;
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if (GUILayout.Button ("Spawn random vehicle")) {
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var spawner = FindObjectOfType<UIVehicleSpawner> ();
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if (spawner)
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spawner.SpawnVehicle ();
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if (Ped.Instance != null)
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Behaviours.Vehicles.Vehicle.CreateRandomInFrontOf(Ped.Instance.transform);
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}
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if (GUILayout.Button("Change player model"))
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@ -91,7 +90,7 @@ namespace SanAndreasUnity.UI {
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if (GUILayout.Button("Request vehicle"))
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{
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pr.RequestVehicleSpawn();
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pr.RequestVehicleSpawn(-1);
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}
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if (GUILayout.Button("Request ped model change"))
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@ -86,7 +86,7 @@ namespace SanAndreasUnity.UI {
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//GUILayout.BeginHorizontal ();
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if (GUILayout.Button (v.GameName, GUILayout.Width(this.columnWidths[0]))) {
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Behaviours.Vehicles.Vehicle.CreateInFrontOfPlayer (v.Id);
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Behaviours.Vehicles.Vehicle.CreateInFrontOf (v.Id, Behaviours.Ped.Instance.transform);
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}
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//GUILayout.Label (v.ClassName, GUILayout.Width (this.columnWidths [1]));
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//GUILayout.Label (v.Id.ToString(), GUILayout.Width (this.columnWidths [2]));
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@ -12,12 +12,14 @@
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- send button input events to server:
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- add ability for client to request: destroy my vehicles ; spawn stalker ped ;
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- add ability for client to request: destroy my vehicles ;
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- port the whole UI to multiplayer
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- fix connection timeout bug
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- add current date to logs
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- create weapon prefab ; add it to spawnable prefabs list ;
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