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move method to other class

This commit is contained in:
in0finite 2019-07-12 01:04:41 +02:00
parent 7de0dd7cdb
commit d34ab7d4fe
4 changed files with 25 additions and 25 deletions

View file

@ -106,6 +106,27 @@ namespace SanAndreasUnity.Behaviours.Peds.States
}
public static void PreparePedForVehicle(Ped ped, Vehicle vehicle, Vehicle.Seat seat)
{
seat.OccupyingPed = ped;
ped.characterController.enabled = false;
ped.transform.SetParent(seat.Parent);
ped.transform.localPosition = Vector3.zero;
ped.transform.localRotation = Quaternion.identity;
ped.PlayerModel.IsInVehicle = true;
if (!VehicleManager.Instance.syncPedTransformWhileInVehicle) {
if (ped.NetTransform != null)
ped.NetTransform.enabled = false;
}
}
protected void Cleanup()
{
if (!m_ped.IsInVehicle)
@ -124,7 +145,7 @@ namespace SanAndreasUnity.Behaviours.Peds.States
this.CurrentVehicle = null;
this.CurrentVehicleSeatAlignment = Vehicle.SeatAlignment.None;
m_currentVehicleNetId = 0;
}

View file

@ -35,27 +35,6 @@ namespace SanAndreasUnity.Behaviours.Peds.States
base.OnBecameInactive();
}
public static void PreparePedForVehicle(Ped ped, Vehicle vehicle, Vehicle.Seat seat)
{
seat.OccupyingPed = ped;
ped.characterController.enabled = false;
ped.transform.SetParent(seat.Parent);
ped.transform.localPosition = Vector3.zero;
ped.transform.localRotation = Quaternion.identity;
ped.PlayerModel.IsInVehicle = true;
if (!VehicleManager.Instance.syncPedTransformWhileInVehicle) {
if (ped.NetTransform != null)
ped.NetTransform.enabled = false;
}
}
public bool TryEnterVehicle(Vehicle vehicle, Vehicle.SeatAlignment seatAlignment, bool immediate = false)
{
Net.NetStatus.ThrowIfNotOnServer();
@ -87,7 +66,7 @@ namespace SanAndreasUnity.Behaviours.Peds.States
bool immediate = m_immediate;
PreparePedForVehicle(m_ped, vehicle, seat);
BaseVehicleState.PreparePedForVehicle(m_ped, vehicle, seat);
if (seat.IsDriver)
{

View file

@ -52,7 +52,7 @@ namespace SanAndreasUnity.Behaviours.Peds.States
void ExitVehicleInternal()
{
VehicleEnteringState.PreparePedForVehicle(m_ped, this.CurrentVehicle, this.CurrentVehicleSeat);
BaseVehicleState.PreparePedForVehicle(m_ped, this.CurrentVehicle, this.CurrentVehicleSeat);
// TODO: no need for this, vehicle should know when there is no driver
// TODO: but, right now, this should be included in cleanup

View file

@ -42,7 +42,7 @@ namespace SanAndreasUnity.Behaviours.Peds.States
Vehicle vehicle = this.CurrentVehicle;
Vehicle.Seat seat = this.CurrentVehicleSeat;
VehicleEnteringState.PreparePedForVehicle(m_ped, vehicle, seat);
BaseVehicleState.PreparePedForVehicle(m_ped, vehicle, seat);
this.UpdateAnimsWhilePassenger();