using UnityEngine; using SanAndreasUnity.Utilities; using SanAndreasUnity.Behaviours.Vehicles; namespace SanAndreasUnity.Behaviours.Peds.States { public class BaseVehicleState : BaseScriptState, IVehicleState { private Vehicle m_currentVehicle; public Vehicle CurrentVehicle { get { return m_currentVehicle; } protected set { m_currentVehicle = value; } } public Vehicle.Seat CurrentVehicleSeat { get => this.CurrentVehicle != null ? this.CurrentVehicle.GetSeat(this.CurrentVehicleSeatAlignment) : null; } public Vehicle.SeatAlignment CurrentVehicleSeatAlignment { get; protected set; } protected uint m_currentVehicleNetId = 0; public override void OnSwitchedStateByServer(byte[] data) { // we need to wait for end of frame, because vehicle may not be spawned yet //this.StartCoroutine(this.SwitchStateAtEndOfFrame(data)); // check if this state was already activated // it can happen when, among other things, syncvar hooks get invoked twice when creating the ped if (this.IsActiveState) return; this.ReadNetworkData(data); m_ped.SwitchState(this.GetType()); if (this.CurrentVehicle != null) this.OnVehicleAssigned(); } protected void ReadNetworkData(byte[] data) { // first reset params this.CurrentVehicle = null; this.CurrentVehicleSeatAlignment = Vehicle.SeatAlignment.None; m_currentVehicleNetId = 0; // extract vehicle and seat from data var reader = new Mirror.NetworkReader(data); int magicNumber = reader.ReadInt32(); m_currentVehicleNetId = reader.ReadUInt32(); this.CurrentVehicleSeatAlignment = (Vehicle.SeatAlignment) reader.ReadSByte(); // assign current vehicle GameObject vehicleGo = Net.NetManager.GetNetworkObjectById(m_currentVehicleNetId); this.CurrentVehicle = vehicleGo != null ? vehicleGo.GetComponent() : null; if (magicNumber != 123456789) Debug.LogErrorFormat("magicNumber {0}, m_currentVehicleNetId {1}, data size {2} - this should not happen", magicNumber, m_currentVehicleNetId, data.Length); } public override byte[] GetAdditionalNetworkData() { var writer = new Mirror.NetworkWriter(); writer.Write((int)123456789); if (this.CurrentVehicle != null) { writer.Write((uint)this.CurrentVehicle.NetTransform.netId); writer.Write((sbyte)this.CurrentVehicleSeatAlignment); } else { writer.Write((uint)0); writer.Write((sbyte)Vehicle.SeatAlignment.None); } return writer.ToArray(); } System.Collections.IEnumerator SwitchStateAtEndOfFrame(byte[] data) { var oldState = m_ped.CurrentState; yield return new WaitForEndOfFrame(); if (oldState != m_ped.CurrentState) { // state changed in the meantime // did server change it ? or syncvar hooks invoked twice ? either way, we should stop here // Debug.LogFormat("state changed in the meantime, old: {0}, new: {1}", oldState != null ? oldState.GetType().Name : "", // m_ped.CurrentState != null ? m_ped.CurrentState.GetType().Name : ""); yield break; } // read current vehicle here - it should've been spawned by now this.ReadNetworkData(data); // Debug.LogFormat("Switching to state {0}, vehicle: {1}, seat: {2}", this.GetType().Name, this.CurrentVehicle, this.CurrentVehicleSeat); // now we can enter this state m_ped.SwitchState(this.GetType()); } protected virtual void OnVehicleAssigned() { } 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) { m_ped.characterController.enabled = true; m_ped.transform.SetParent(null, true); m_model.IsInVehicle = false; // enable network transform if (m_ped.NetTransform != null) m_ped.NetTransform.enabled = true; } if (this.CurrentVehicleSeat != null && this.CurrentVehicleSeat.OccupyingPed == m_ped) this.CurrentVehicleSeat.OccupyingPed = null; this.CurrentVehicle = null; this.CurrentVehicleSeatAlignment = Vehicle.SeatAlignment.None; m_currentVehicleNetId = 0; } public override void UpdateState() { base.UpdateState(); if (!this.IsActiveState) return; if (Net.NetStatus.IsClientOnly) { if (null == this.CurrentVehicle) { // check if vehicle was spawned in the meantime GameObject vehicleGo = Net.NetManager.GetNetworkObjectById(m_currentVehicleNetId); if (vehicleGo != null) { // vehicle is spawned this.CurrentVehicle = vehicleGo.GetComponent(); this.OnVehicleAssigned(); } } } } protected override void UpdateHeading() { } protected override void UpdateRotation() { } protected override void UpdateMovement() { } protected override void ConstrainRotation () { } public bool CanEnterVehicle (Vehicle vehicle, Vehicle.SeatAlignment seatAlignment) { if (m_ped.IsInVehicle) return false; // this should be removed if (m_ped.IsAiming || m_ped.WeaponHolder.IsFiring) return false; var seat = vehicle.GetSeat (seatAlignment); if (null == seat) return false; // check if specified seat is taken if (seat.IsTaken) return false; // everything is ok, we can enter vehicle return true; } } }