using SanAndreasUnity.Behaviours.Vehicles; using SanAndreasUnity.Behaviours.World; using SanAndreasUnity.Importing.Animation; using System.Collections; using System.Diagnostics; using UnityEngine; using Debug = UnityEngine.Debug; using SanAndreasUnity.Utilities; using System.Collections.Generic; using System.Linq; using SanAndreasUnity.Net; namespace SanAndreasUnity.Behaviours { [DefaultExecutionOrder(-100)] [RequireComponent(typeof(CharacterController))] public partial class Ped : #if MIRROR Mirror.NetworkBehaviour #else MonoBehaviour #endif { private static List s_allPeds = new List (); public static Ped[] AllPeds { get { return s_allPeds.ToArray (); } } public static IEnumerable AllPedsEnumerable => s_allPeds; public static int NumPeds => s_allPeds.Count; private WeaponHolder m_weaponHolder; public WeaponHolder WeaponHolder { get { return m_weaponHolder; } } private StateMachine m_stateMachine = new StateMachine (); public Camera Camera { get { return this == Ped.Instance ? Camera.main : null; } } public PedModel PlayerModel { get; private set; } public bool shouldPlayAnims = true; public float TurnSpeed = 10f; public CharacterController characterController { get; private set; } public float jumpSpeed = 8.0f; [SerializeField] private float m_cameraDistance = 3f; public float CameraDistance { get { return m_cameraDistance; } set { m_cameraDistance = value; } } [SerializeField] private float m_cameraDistanceVehicle = 6f; public float CameraDistanceVehicle { get { return m_cameraDistanceVehicle; } set { m_cameraDistanceVehicle = value; } } [SerializeField] private Vector2 m_cameraClampValue = new Vector2(60, 60); public Vector2 CameraClampValue { get { return m_cameraClampValue; } set { m_cameraClampValue = value; } } public Peds.States.BaseScriptState[] States { get; private set; } public Peds.States.BaseScriptState CurrentState { get { return (Peds.States.BaseScriptState) m_stateMachine.CurrentState; } } public Cell Cell { get { return Cell.Instance; } } public UnityEngine.Animation AnimComponent { get { return PlayerModel.AnimComponent; } } public SanAndreasUnity.Importing.Items.Definitions.PedestrianDef PedDef { get { return this.PlayerModel.Definition; } } public static int RandomPedId { get { int count = Ped.SpawnablePedDefs.Count (); if (count < 1) throw new System.Exception ("No ped definitions found"); int index = Random.Range (0, count); return Ped.SpawnablePedDefs.ElementAt (index).Id; } } public bool IsGrounded { get { return characterController.isGrounded; } } public Vector2 MouseMoveInput { get; set; } public Vector2 MouseScrollInput { get; set; } public bool IsWalkOn { get; set; } public bool IsRunOn { get; set; } public bool IsSprintOn { get; set; } public bool IsJumpOn { get; set; } public Vector3 Velocity { get; private set; } /// Current movement input. public Vector3 Movement { get; set; } /// Direction towards which the player turns. public Vector3 Heading { get; set; } public bool IsAiming { get { return m_weaponHolder.IsAiming; } } public Weapon CurrentWeapon { get { return m_weaponHolder.CurrentWeapon; } } public bool IsFiring { get { return m_weaponHolder.IsFiring; } } public Vector3 AimDirection { get { return m_weaponHolder.AimDirection; } } public bool IsAimOn { get ; set ; } public bool IsFireOn { get ; set ; } public bool IsHoldingWeapon { get { return m_weaponHolder.IsHoldingWeapon; } } private Coroutine m_findGroundCoroutine; /// Ped who is controlled by local player. public static Ped Instance { get { return Net.Player.Local != null ? Net.Player.Local.OwnedPed : null; } } /// Position of ped instance. public static Vector3 InstancePos { get { return Instance.transform.position; } } /// Is this ped controlled by local player ? public bool IsControlledByLocalPlayer { get { return this == Ped.Instance; } } void Awake() { this.PlayerModel = this.GetComponentInChildren(); this.characterController = this.GetComponent(); m_weaponHolder = GetComponent (); this.States = this.GetComponentsInChildren (); this.AwakeForDamage (); this.Awake_Net(); } void Start() { //MySetupLocalPlayer (); this.Start_Net(); this.StartForDamage (); if (NetStatus.IsServer) { if (null == this.CurrentState) this.SwitchState (); } // register Cell focus point if (this.Cell != null) { if (NetStatus.IsServer) { // only register if this ped is owned by some player if (Player.GetOwningPlayer(this) != null) this.Cell.focusPoints.AddIfNotPresent(this.transform); } else if (NetStatus.IsClientActive()) { // only register if this ped is owned by local player // TODO: IsControlledByLocalPlayer may not return true, because syncvar in Player script may // not be updated yet if (this.IsControlledByLocalPlayer) this.Cell.focusPoints.AddIfNotPresent(this.transform); } } if (!NetStatus.IsServer) { // destroy OutOfRangeDestroyer on clients - server should handle destroying peds which are not in range this.gameObject.DestroyComponent(); } } void OnEnable () { s_allPeds.Add (this); } void OnDisable () { s_allPeds.Remove (this); } public Peds.States.BaseScriptState GetState(System.Type type) { return this.States.FirstOrDefault (s => s.GetType ().Equals (type)); } public T GetState() where T : Peds.States.BaseScriptState { return (T) this.GetState(typeof(T)); } public Peds.States.BaseScriptState GetStateOrLogError(System.Type type) { var state = this.GetState (type); if(null == state) Debug.LogErrorFormat ("Failed to find state: {0}", type); return state; } public T GetStateOrLogError() where T : Peds.States.BaseScriptState { return (T) this.GetStateOrLogError(typeof(T)); } public void SwitchState(System.Type type) { var state = this.GetStateOrLogError (type); if (null == state) return; // IState oldState = this.CurrentState; m_stateMachine.SwitchState (state); // if (oldState != state) // { // Debug.LogFormat ("Switched to state: {0}", state.GetType ().Name); // } } public void SwitchState() where T : Peds.States.BaseScriptState { this.SwitchState(typeof(T)); } internal void OnSpawn() { if (!NetStatus.IsServer) return; if (!IsGrounded) { FindGround (); } } public void Teleport(Vector3 position, Quaternion rotation) { if (!NetStatus.IsServer) return; if (this.IsInVehicle) return; this.transform.position = position; this.transform.rotation = rotation; this.FindGround (); } public void Teleport(Vector3 position) { this.Teleport (position, this.transform.rotation); } public void FindGround () { if (m_findGroundCoroutine != null) { StopCoroutine (m_findGroundCoroutine); m_findGroundCoroutine = null; } m_findGroundCoroutine = StartCoroutine (FindGroundCoroutine ()); } private IEnumerator FindGroundCoroutine() { yield return null; // set y pos to high value, so that higher grounds can be loaded this.transform.SetY (150); Vector3 startingPos = this.transform.position; // wait for loader to finish, in case he didn't while (!Loader.HasLoaded) yield return null; // yield until you find ground beneath or above the player, or until timeout expires float timeStarted = Time.time; int numAttempts = 1; while (true) { if (Time.time - timeStarted > 4.0f) { // timeout expired Debug.LogWarning("Failed to find ground - timeout expired"); yield break; } // maintain starting position this.transform.position = startingPos; this.Velocity = Vector3.zero; RaycastHit hit; float raycastDistance = 1000f; // raycast against all layers, except player int raycastLayerMask = ~ LayerMask.GetMask ("Player"); Vector3[] raycastPositions = new Vector3[]{ this.transform.position, this.transform.position + Vector3.up * raycastDistance }; //transform.position - Vector3.up * characterController.height; Vector3[] raycastDirections = new Vector3[]{ Vector3.down, Vector3.down }; string[] customMessages = new string[]{ "from center", "from above" }; for (int i = 0; i < raycastPositions.Length; i++) { if (Physics.Raycast (raycastPositions[i], raycastDirections[i], out hit, raycastDistance, raycastLayerMask)) { // ray hit the ground // we can move there this.OnFoundGround (hit, numAttempts, customMessages [i]); yield break; } } numAttempts++; yield return null; } } private void OnFoundGround(RaycastHit hit, int numAttempts, string customMessage) { this.transform.position = hit.point + Vector3.up * characterController.height * 1.5f; this.Velocity = Vector3.zero; Debug.LogFormat ("Found ground at {0}, distance {1}, object name {2}, num attempts {3}, {4}", hit.point, hit.distance, hit.transform.name, numAttempts, customMessage); } private void Update() { if (!Loader.HasLoaded) return; if (this.CurrentState != null) { this.CurrentState.UpdateState (); } if (NetStatus.IsServer) this.ResetIfFallingBelowTheWorld(); // ConstrainPosition (); // ConstrainRotation (); // UpdateAnims (); //if (IsDrivingVehicle) // UpdateWheelTurning(); // If ped falls from the map, reset him - wait, didn't we just do this above ? if (NetStatus.IsServer) { if (IsGrounded && transform.position.y < -50) { Vector3 t = transform.position; transform.position = new Vector3(t.x, 150, t.z); FindGround(); } } this.UpdateDamageStuff (); this.Update_Net(); if (this.CurrentState != null) this.CurrentState.PostUpdateState(); } void LateUpdate () { if (this.CurrentState != null) { this.CurrentState.LateUpdateState (); } } public void ConstrainPosition() { // Constrain to stay inside map if (transform.position.x < -3000) { var t = transform.position; t.x = -3000; transform.position = t; } if (transform.position.x > 3000) { var t = transform.position; t.x = 3000; transform.position = t; } if (transform.position.z < -3000) { var t = transform.position; t.z = -3000; transform.position = t; } if (transform.position.z > 3000) { var t = transform.position; t.z = 3000; transform.position = t; } } public void ConstrainRotation () { if (IsInVehicle) return; // ped can only rotate around Y axis Vector3 eulers = this.transform.eulerAngles; if (eulers.x != 0f || eulers.z != 0f) { eulers.x = 0f; eulers.z = 0f; this.transform.eulerAngles = eulers; } } void ResetIfFallingBelowTheWorld() { // TODO: this code needs fixing // Reset to a valid (and solid!) start position when falling below the world if (transform.position.y < -300) { Velocity = new Vector3(0, 0, 0); Transform spawn = GameObject.Find("Player Spawns").GetComponentsInChildren()[1]; transform.position = spawn.position; transform.rotation = spawn.rotation; } } private void FixedUpdate() { if (!Loader.HasLoaded) return; if (this.CurrentState != null) { this.CurrentState.FixedUpdateState (); } this.FixedUpdate_Net(); } public void UpdateHeading() { if (this.IsAiming && this.CurrentWeapon != null && !this.CurrentWeapon.CanTurnInDirectionOtherThanAiming) { // ped heading can only be the same as ped direction this.Heading = this.WeaponHolder.AimDirection; } // player can look only along X and Z axis this.Heading = this.Heading.WithXAndZ ().normalized; } public void UpdateRotation() { // rotate player towards his heading Vector3 forward = Vector3.RotateTowards (this.transform.forward, Heading, TurnSpeed * Time.deltaTime, 0.0f); this.transform.rotation = Quaternion.LookRotation(forward); } public void UpdateMovement() { // movement can only be done on X and Z axis this.Movement = this.Movement.WithXAndZ (); // change heading to match movement input //if (Movement.sqrMagnitude > float.Epsilon) //{ // Heading = Vector3.Scale(Movement, new Vector3(1f, 0f, 1f)).normalized; //} // change velocity based on movement input and current speed extracted from anim float modelVel = Mathf.Abs( PlayerModel.Velocity [PlayerModel.VelocityAxis] ); //Vector3 localMovement = this.transform.InverseTransformDirection (this.Movement); //Vector3 globalMovement = this.transform.TransformDirection( Vector3.Scale( localMovement, modelVel ) ); Vector3 vDiff = this.Movement * modelVel - new Vector3(Velocity.x, 0f, Velocity.z); Velocity += vDiff; // apply gravity Velocity = new Vector3(Velocity.x, characterController.isGrounded ? 0f : Velocity.y - (-Physics.gravity.y) * 2f * Time.fixedDeltaTime, Velocity.z); // finally, move the character characterController.Move(Velocity * Time.fixedDeltaTime); // if(!IsLocalPlayer) // { // Velocity = characterController.velocity; // } } public void StartFiring () { if (!this.IsAiming) return; ((Peds.States.IAimState)this.CurrentState).StartFiring(); } public void StopFiring () { if (!this.IsFiring) return; ((Peds.States.IFireState)this.CurrentState).StopFiring(); } public void ResetInput () { this.ResetMovementInput (); this.MouseMoveInput = Vector2.zero; this.MouseScrollInput = Vector2.zero; this.IsAimOn = this.IsFireOn = false; } public void ResetMovementInput () { this.IsWalkOn = this.IsRunOn = this.IsSprintOn = false; this.Movement = Vector3.zero; this.IsJumpOn = false; } public void OnFireButtonPressed () { if (this.CurrentState != null) this.CurrentState.OnFireButtonPressed (); } public void OnAimButtonPressed () { if (this.CurrentState != null) this.CurrentState.OnAimButtonPressed (); } public void OnSubmitPressed () { if (this.CurrentState != null) { this.CurrentState.OnSubmitPressed (); } } public void OnJumpButtonPressed () { if (this.CurrentState != null) this.CurrentState.OnJumpPressed (); } public void OnCrouchButtonPressed () { if (this.CurrentState != null) this.CurrentState.OnCrouchButtonPressed (); } public void OnNextWeaponButtonPressed () { if (this.CurrentState != null) this.CurrentState.OnNextWeaponButtonPressed (); } public void OnPreviousWeaponButtonPressed () { if (this.CurrentState != null) this.CurrentState.OnPreviousWeaponButtonPressed (); } public void OnFlyButtonPressed () { if (this.CurrentState != null) this.CurrentState.OnFlyButtonPressed (); } public void OnFlyThroughButtonPressed () { if (this.CurrentState != null) this.CurrentState.OnFlyThroughButtonPressed (); } void OnDrawGizmosSelected () { // draw heading ray Gizmos.color = Color.blue; Gizmos.DrawLine (this.transform.position, this.transform.position + this.Heading); // draw movement ray Gizmos.color = Color.green; Gizmos.DrawLine (this.transform.position, this.transform.position + this.Movement); } } }