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https://github.com/GTA-ASM/SanAndreasUnity
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remove unused code
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1 changed files with 0 additions and 68 deletions
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@ -43,12 +43,6 @@ namespace SanAndreasUnity.Behaviours.Peds
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// these are the velocities used to move the object, calculated when new server data arrives
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public float CalculatedVelocityMagnitude;
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public float CalculatedAngularVelocityMagnitude;
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// next sync data, which will be used when we reach the current sync data
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/*public Vector3? NextPosition;
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public Quaternion? NextRotation;
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public Vector3? NextVelocity;
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public float? NextAngularVelocity;*/
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}
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private Dictionary<int, BoneInfo> m_framesDict = new Dictionary<int, BoneInfo>();
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@ -136,41 +130,15 @@ namespace SanAndreasUnity.Behaviours.Peds
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var model = this.gameObject.GetOrAddComponent<PedModel>();
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model.Load(m_net_modelId);
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/*// add rigid bodies - syncing looks smoother with them
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model.RagdollBuilder.BuildBodies();
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foreach (var rb in this.transform.GetComponentsInChildren<Rigidbody>())
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{
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rb.useGravity = false;
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rb.detectCollisions = false;
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rb.maxAngularVelocity = 0;
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rb.interpolation = PedManager.Instance.ragdollInterpolationMode;
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}*/
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m_framesDict = model.Frames.ToDictionary(f => f.BoneId, f => BoneInfo.Create(f.transform));
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m_boneIds = m_framesDict.Keys.ToArray();
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/*// destroy all rigid bodies except for the root bone - they work for themselves, and bones look deformed and stretched
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m_framesDict
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.Where(pair => pair.Key != 0)
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.Select(pair => pair.Value.Rigidbody)
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.WhereAlive()
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.ForEach(Object.Destroy);*/
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Object.Destroy(model.AnimComponent);
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Object.Destroy(model);
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// apply initial sync data
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// first sync should've been done before calling this function, so the data is available
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/*foreach (int boneId in m_framesDict.Keys)
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{
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BoneInfo boneInfo = m_framesDict[boneId];
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boneInfo.CurrentPosition = boneInfo.Transform.localPosition;
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boneInfo.CurrentRotation = boneInfo.Transform.localRotation;
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m_framesDict[boneId] = boneInfo;
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}*/
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this.UpdateBonesDataAfterDeserialization((byte)m_bonesSyncData.Count, true);
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}
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@ -351,41 +319,5 @@ namespace SanAndreasUnity.Behaviours.Peds
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// will the world velocity
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return rb.transform.InverseTransformVector(rb.velocity);
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}
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private static Vector3 GetReceivedVelocityAsLocal(Transform tr, Vector3 receivedVelocity)
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{
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return receivedVelocity;
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}
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private static Vector3 GetReceivedVelocityAsWorld(Transform tr, Vector3 receivedVelocity)
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{
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return tr.TransformVector(receivedVelocity);
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}
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private static void SetPosition(BoneInfo boneInfo, Vector3 receivedPosition)
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{
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// if (boneInfo.Rigidbody != null)
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// boneInfo.Rigidbody.MovePosition(boneInfo.Transform.TransformVector(receivedPosition));
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// else
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// boneInfo.Transform.localPosition = receivedPosition;
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boneInfo.Transform.localPosition = receivedPosition;
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}
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private static void SetRotation(BoneInfo boneInfo, Vector3 receivedRotation)
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{
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// Quaternion localRotation = Quaternion.Euler(receivedRotation);
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// if (boneInfo.Rigidbody != null)
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// boneInfo.Rigidbody.MoveRotation(boneInfo.Transform.TransformRotation(localRotation));
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// else
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// boneInfo.Transform.localRotation = localRotation;
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boneInfo.Transform.localRotation = Quaternion.Euler(receivedRotation);
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}
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private static void SetVelocity(BoneInfo boneInfo, Vector3 receivedVelocity)
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{
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boneInfo.Rigidbody.velocity = GetReceivedVelocityAsWorld(boneInfo.Transform, receivedVelocity);
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}
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}
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}
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