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using appropriate input buttons based on whether the ped is driving vehicle or not

This commit is contained in:
in0finite 2019-07-25 03:46:30 +02:00
parent f85a7d813b
commit b1fc9c8d8c
2 changed files with 26 additions and 3 deletions
Assets/Scripts

View file

@ -40,7 +40,7 @@ namespace SanAndreasUnity.Behaviours
public bool IsInVehicleSeat { get { return this.CurrentState != null && this.CurrentState.RepresentsState (typeof(VehicleSittingState)); } }
public bool IsDrivingVehicle { get { return this.CurrentVehicleSeat != null && this.CurrentVehicleSeat.IsDriver; } }
public bool IsDrivingVehicle { get { var seat = this.CurrentVehicleSeat; return seat != null && seat.IsDriver; } }
public Vehicle.SeatAlignment CurrentVehicleSeatAlignment { get { return this.CurrentVehicleSeat.Alignment; } }

View file

@ -119,9 +119,32 @@ namespace SanAndreasUnity.UI
CustomInput.Instance.SetButtonDown("LeftClick", false);
CustomInput.Instance.SetButtonDown("RightClick", false);
this.UpdatePedMovementInput();
this.UpdateActionsInput();
Ped ped = Ped.Instance;
if (ped != null)
{
if (ped.IsDrivingVehicle)
{
pedMovementInputGo.SetActive(false);
vehicleInputGo.SetActive(true);
this.UpdateVehicleTurningInput();
}
else
{
pedMovementInputGo.SetActive(true);
vehicleInputGo.SetActive(false);
this.UpdatePedMovementInput();
}
this.UpdateActionsInput();
}
else
{
pedMovementInputGo.SetActive(false);
vehicleInputGo.SetActive(false);
}
}