using SanAndreasUnity.Importing.Conversion; using SanAndreasUnity.Importing.Items; using SanAndreasUnity.Importing.Items.Definitions; using SanAndreasUnity.Importing.Weapons; using SanAndreasUnity.Utilities; using SanAndreasUnity.Behaviours.Weapons; using UnityEngine; using System.Linq; using System.Collections.Generic; using SanAndreasUnity.Importing.Animation; using System.Reflection; namespace SanAndreasUnity.Behaviours { public static class WeaponSlot { public static readonly int Hand = 0, Melee = 1, Pistol = 2, Shotgun = 3, Submachine = 4, // uzi, mp5, tec9 Machine = 5, // ak47, m4 Rifle = 6, Heavy = 7, // rocket launcher, flame thrower, minigun SatchelCharge = 8, Misc = 9, // spraycan, extinguisher, camera Misc2 = 10, // dildo, vibe, flowers, cane Special = 11, // parachute, goggles Detonator = 12, Count = 13; } public static class WeaponId { public static readonly int Pistol = 346; public static readonly int PistolSilenced = 347; public static readonly int DesertEagle = 348; public static readonly int Shotgun = 349; public static readonly int SawnOff = 350; public static readonly int SPAS12 = 351; public static readonly int MicroUzi = 352; public static readonly int Tec9 = 372; public static readonly int MP5 = 353; public static readonly int AK47 = 355; public static readonly int M4 = 356; public static readonly int CountryRifle = 357; public static readonly int SniperRifle = 358; public static readonly int RocketLauncher = 359; public static readonly int RocketLauncherHS = 360; public static readonly int FlameThrower = 361; public static readonly int MiniGun = 362; } // public class WeaponData // { // public string type = ""; // public string fireType = ""; // public float targetRange = 0; // public float weaponRange = 0; // public int modelId = -1; // public int slot = -1; // public AnimGroup animGroup = AnimGroup.None; // public int clipCapacity = 0; // public int damage = 0; // } public class Weapon : MonoBehaviour { private WeaponDef definition = null; public WeaponDef Definition { get { return this.definition; } } private WeaponData data = null; public WeaponData Data { get { return this.data; } } private WeaponData.GunAimingOffset gunAimingOffset; public WeaponData.GunAimingOffset GunAimingOffset { get { return this.gunAimingOffset; } } public int SlotIndex { get { return this.Data.weaponslot; } } public bool IsGun { get { return this.data.gunData != null; } } public int AmmoClipSize { get { return this.data.gunData != null ? this.data.gunData.ammoClip : 0 ; } } public int AmmoInClip { get; set; } public int AmmoOutsideOfClip { get; set; } public int TotalAmmo { get { return this.AmmoInClip + this.AmmoOutsideOfClip; } } public Texture2D HudTexture { get; private set; } protected Ped m_ped { get; private set; } public Ped PedOwner { get { return m_ped; } internal set { m_ped = value; } } private static List s_weaponTypes = new List (); protected WeaponsManager WeaponsSettings { get { return WeaponsManager.Instance; } } private static GameObject s_weaponsContainer = null; public static Texture2D CrosshairTexture { get; set; } public static Texture2D FistTexture { get; set; } public AnimationState AimAnimState { get; set; } private float m_aimAnimTimeForAimWithArmWeapon = 0f; //public bool IsInsideFireAnim { get { return this.AimAnimState != null && this.AimAnimState.enabled && this.AimAnimState.time > this.AimAnimMaxTime; } } public Transform GunFlash { get; private set; } // weapon sounds are located in SFX -> GENRL -> BANK 137 // these indexes represent indexes of sounds in that bank public static Dictionary weaponSoundIndexes = new Dictionary() { {WeaponId.Pistol, 6}, // not correct {WeaponId.PistolSilenced, 24}, {WeaponId.DesertEagle, 6}, {WeaponId.Shotgun, 21}, {WeaponId.SawnOff, 21}, {WeaponId.SPAS12, 22}, {WeaponId.Tec9, 1}, {WeaponId.MicroUzi, 0}, {WeaponId.MP5, 18}, {WeaponId.AK47, 4}, {WeaponId.M4, 3}, {WeaponId.CountryRifle, 26}, {WeaponId.SniperRifle, 26}, {WeaponId.MiniGun, 11}, // {WeaponId.RocketLauncher, 68}, // {WeaponId.RocketLauncherHS, 68}, }; // used to play weapon sound AudioSource m_audioSource; /* #region SyncVars [SyncVar] int m_net_id = 0; [SyncVar] int m_net_ammoInClip = 0; [SyncVar] int m_net_ammoOutsideOfClip = 0; #endregion */ static Weapon () { // obtain all weapon types var myType = typeof (Weapon); foreach (Assembly a in System.AppDomain.CurrentDomain.GetAssemblies()) { s_weaponTypes.AddRange (a.GetTypes ().Where (t => t.IsSubclassOf (myType))); } } public static Weapon Load (int modelId) { WeaponDef def = Item.GetDefinition (modelId); if (null == def) return null; WeaponData weaponData = WeaponData.LoadedWeaponsData.FirstOrDefault (wd => wd.modelId1 == def.Id); if (null == weaponData) return null; var geoms = Geometry.Load (def.ModelName, def.TextureDictionaryName); if (null == geoms) return null; if (null == s_weaponsContainer) { s_weaponsContainer = new GameObject ("Weapons"); // weaponsContainer.SetActive (false); } GameObject go = new GameObject (def.ModelName); go.transform.SetParent (s_weaponsContainer.transform); geoms.AttachFrames (go.transform, MaterialFlags.Default); Weapon weapon = AddWeaponComponent (go, weaponData); weapon.definition = def; weapon.data = weaponData; // cache gun aiming offset if (weapon.data.gunData != null) weapon.gunAimingOffset = weapon.data.gunData.aimingOffset; // load hud texture try { weapon.HudTexture = TextureDictionary.Load( def.TextureDictionaryName ).GetDiffuse( def.TextureDictionaryName + "icon" ).Texture; } catch { Debug.LogErrorFormat ("Failed to load hud icon for weapon: model {0}, txd {1}", def.ModelName, def.TextureDictionaryName); } // weapon sound F.RunExceptionSafe (() => { if (weaponSoundIndexes.ContainsKey (modelId)) { var audioSource = go.GetOrAddComponent (); audioSource.playOnAwake = false; // Debug.LogFormat("loading weapon sound, bank index {0}", weaponSoundIndexes [modelId] ); var audioClip = Audio.AudioManager.CreateAudioClipFromSfx ("GENRL", 136, 0, Audio.AudioManager.SfxGENRL137Timings[ weaponSoundIndexes [modelId] ] ); audioSource.clip = audioClip; weapon.m_audioSource = audioSource; } }); weapon.InitWeapon(); return weapon; } private static Weapon AddWeaponComponent (GameObject go, WeaponData data) { // find type which inherits Weapon class, and whose name matches the one in data string typeName = data.weaponType.Replace ("_", ""); var type = s_weaponTypes.Where (t => 0 == string.Compare (t.Name, typeName, true)).FirstOrDefault (); if (type != null) { return (Weapon)go.AddComponent (type); } else { return go.AddComponent (); } } public bool HasFlag( GunFlag gunFlag ) { if (this.data != null && this.data.gunData != null) return this.data.gunData.HasFlag (gunFlag); return false; } public static string ExtractAnimGroupName(string assocGroupId) { if( assocGroupId.EndsWith( "bad" ) ) return assocGroupId.Substring( 0, assocGroupId.Length - 3 ); if( assocGroupId.EndsWith( "pro" ) ) return assocGroupId.Substring( 0, assocGroupId.Length - 3 ); return assocGroupId; } protected virtual void Awake () { this.GunFlash = this.transform.FindChildRecursive("gunflash"); } /// /// Called after creating a weapon and assigning it's parameters, such are WeaponData and HUD texture. /// Use this method to assign aim animations and timings, or initialize anything else related to weapon. /// protected virtual void InitWeapon() { // set default weapon anims and other params string animGroup = ExtractAnimGroupName( this.Data.gunData.AssocGroupId ); this.CanCrouchAim = this.HasFlag( GunFlag.CROUCHFIRE ); if( this.HasFlag( GunFlag.CROUCHFIRE ) ) this.CrouchAimAnim = new AnimId( animGroup, animGroup + "_crouchfire" ); else this.CrouchAimAnim = new AnimId( "RIFLE", "RIFLE_crouchfire" ); this.CrouchAimAnimMaxTime = WeaponsManager.ConvertAnimTime (this.Data.gunData.animLoop2Start); this.CrouchAimAnimFireMaxTime = WeaponsManager.ConvertAnimTime (this.Data.gunData.animLoop2End); this.CrouchSpineRotationOffset = WeaponsSettings.crouchSpineRotationOffset; } protected virtual void Start () { } protected virtual void Update () { if (WeaponsSettings.drawLineFromGun) { Vector3 start, end; this.GetLineFromGun (out start, out end); GLDebug.DrawLine (start, end, Color.red, 0, true); } } public virtual bool CanSprintWithIt { get { if (this.HasFlag (GunFlag.AIMWITHARM)) return true; if (this.SlotIndex == WeaponSlot.Heavy || this.SlotIndex == WeaponSlot.Machine || this.SlotIndex == WeaponSlot.Rifle || this.SlotIndex == WeaponSlot.Shotgun) return false; return true; } } public bool IsHeavy { get { return this.HasFlag (GunFlag.HEAVY); } } public bool CanCrouchAim { get; set; } public virtual bool CanTurnInDirectionOtherThanAiming { get { if (this.HasFlag (GunFlag.AIMWITHARM)) return true; return false; } } public virtual AnimId IdleAnim { get { if (this.HasFlag (GunFlag.AIMWITHARM)) { return new AnimId (AnimGroup.WalkCycle, AnimIndex.Idle); } else { return new AnimId (AnimGroup.MyWalkCycle, AnimIndex.IdleArmed); } } } public virtual AnimId WalkAnim { get { if (this.HasFlag (GunFlag.AIMWITHARM)) { return new AnimId (AnimGroup.WalkCycle, AnimIndex.Walk); } else { return new AnimId (AnimGroup.Gun, AnimIndex.WALK_armed); } } } public virtual AnimId RunAnim { get { if (this.HasFlag (GunFlag.AIMWITHARM)) { return new AnimId (AnimGroup.WalkCycle, AnimIndex.Run); } else { return new AnimId (AnimGroup.Gun, AnimIndex.run_armed); } } } public virtual AnimId GetAnimBasedOnMovement (bool canSprint) { Ped ped = m_ped; if (ped.IsRunOn) { return this.RunAnim; } else if (ped.IsWalkOn) { return this.WalkAnim; } else if (ped.IsSprintOn) { if (canSprint) { return new AnimId (AnimGroup.MyWalkCycle, AnimIndex.sprint_civi); } else { return this.IdleAnim; } } else { // player is standing return this.IdleAnim; } } public virtual AnimId AimAnim { get { return new AnimId (AnimGroup.Rifle, AnimIndex.RIFLE_fire); } } public virtual AnimId AimAnimLowerPart { get { return new AnimId(AnimGroup.MyWalkCycle, AnimIndex.GUN_STAND); } } public AnimId CrouchAimAnim { get; set; } public virtual float AimAnimMaxTime { get { return Weapons.WeaponsManager.ConvertAnimTime (this.data.gunData.animLoopStart); } } public virtual float AimAnimFireMaxTime { get { return Weapons.WeaponsManager.ConvertAnimTime (this.data.gunData.animLoopEnd); } } public float CrouchAimAnimMaxTime { get; set; } public float CrouchAimAnimFireMaxTime { get; set; } public virtual float GunFlashDuration { get { return Weapons.WeaponsManager.Instance.GunFlashDuration; } } public Vector3 CrouchSpineRotationOffset { get; set; } public bool IsAimingBack () { if (null == m_ped) return false; if (!this.HasFlag (GunFlag.AIMWITHARM)) return false; if (!m_ped.IsAiming) return false; Vector3 aimDirLocal = m_ped.transform.InverseTransformDirection (m_ped.AimDirection); float oppositeSideAngle = Vector3.Angle( Vector3.forward, aimDirLocal.WithXAndZ () ); return oppositeSideAngle > WeaponsSettings.AIMWITHARM_maxAimAngle; } // TODO: this function should be removed, and new one should be created: OnAnimsUpdated public virtual void UpdateAnimWhileHolding () { Ped ped = m_ped; ped.PlayerModel.PlayAnim (this.GetAnimBasedOnMovement (this.CanSprintWithIt)); } public virtual void EnableOrDisableGunFlash () { Ped ped = m_ped; // enable/disable gun flash if (this.GunFlash != null) { bool shouldBeVisible = false; // if (this.HasFlag (GunFlag.AIMWITHARM)) { // shouldBeVisible = m_aimAnimTimeForAimWithArmWeapon.BetweenExclusive (this.AimAnimMaxTime, this.AimAnimMaxTime + this.GunFlashDuration); // } // else { if (AimAnimState != null && AimAnimState.enabled) { // aim anim is being played if (AimAnimState.time.BetweenExclusive (this.AimAnimMaxTime, this.AimAnimMaxTime + this.GunFlashDuration)) { // muzzle flash should be visible shouldBeVisible = true; } } } shouldBeVisible &= ped.IsFiring; this.GunFlash.gameObject.SetActive (shouldBeVisible); } } public virtual void UpdateGunFlashRotation () { if (null == this.GunFlash) return; if (!this.GunFlash.gameObject.activeInHierarchy) return; float randomFactor = Random.Range (0.75f, 1.25f); float delta = WeaponsManager.Instance.GunFlashRotationSpeed * Time.deltaTime * randomFactor; this.GunFlash.rotation *= Quaternion.AngleAxis (delta, Vector3.right); } #region Firing public float MaxRange { get { return this.Data.weaponRange; } } public float Damage { get { return this.Data.gunData.damage; } } public virtual void PlayFireSound () { if (m_audioSource && m_audioSource.clip) { if(!m_audioSource.isPlaying) { // int bankIndex = weaponSoundIndexes [this.Definition.Id]; // Audio.AudioManager.SfxGENRL137Timings [bankIndex]; // int startTimeMs = 0; // int endTimeMs = 0; // // float startTime = startTimeMs / 1000f; // float endTime = endTimeMs / 1000f; // Debug.LogFormat("playing weapon sound, start time {0}, end time {1}, bank index {2}", startTime, endTime, bankIndex); // m_audioSource.Stop(); // m_audioSource.time = startTime; // m_audioSource.Play(); // m_audioSource.SetScheduledEndTime( AudioSettings.dspTime + (endTime - startTime) ); // Debug.LogFormat("playing weapon sound"); m_audioSource.Stop(); m_audioSource.time = 0f; m_audioSource.Play(); } } } public virtual void FireProjectile () { // obtain fire position and direction Vector3 firePos = this.GetFirePos (); Vector3 fireDir = this.GetFireDir (); // raycast against all (non-breakable ?) objects RaycastHit hit; if (this.ProjectileRaycast (firePos, fireDir, out hit)) { // if target object has damageable script, inflict damage to it var damageable = hit.transform.GetComponent (); if (damageable) { // ray hit something that can be damaged // damage it damageable.Damage( new DamageInfo() { amount = this.Damage } ); } } } public bool ProjectileRaycast (Vector3 source, Vector3 dir, out RaycastHit hit) { return Physics.Raycast (source, dir, out hit, this.MaxRange, WeaponsManager.Instance.projectileRaycastMask); } public void GetLineFromGun (out Vector3 start, out Vector3 end) { float distance = this.MaxRange; Vector3 firePos = this.GetFirePos (); Vector3 fireDir = this.GetFireDir (); RaycastHit hit; if (this.ProjectileRaycast (firePos, fireDir, out hit)) { distance = hit.distance; } start = firePos; end = firePos + fireDir * distance; } public virtual Vector3 GetFirePos () { Vector3 firePos; if (this.GunFlash != null) firePos = this.GunFlash.transform.position; else firePos = this.transform.TransformPoint (this.Data.gunData.fireOffset); return firePos; } public virtual Vector3 GetFireDir () { if (m_ped) { if (this.IsAimingBack ()) return m_ped.transform.up; if (m_ped.IsControlledByLocalPlayer && m_ped.Camera != null) { // find ray going into the world Ray ray = m_ped.Camera.GetRayFromCenter (); // raycast RaycastHit hit; if (this.ProjectileRaycast (ray.origin, ray.direction, out hit)) { return (hit.point - this.GetFirePos ()).normalized; } // if any object is hit, direction will be from fire position to hit point // if not, direction will be same as aim direction } return m_ped.WeaponHolder.AimDirection; } else if (this.GunFlash) return this.GunFlash.transform.right; else return this.transform.right; } #endregion public virtual void OnDrawGizmosSelected () { // draw rays from gun Vector3 firePos = this.GetFirePos (); // ray based on transform Gizmos.color = Color.yellow; GizmosDrawCastedRay (firePos, this.transform.right); // ray based on gun flash transform if (this.GunFlash != null) { Gizmos.color = F.OrangeColor; GizmosDrawCastedRay (firePos, this.GunFlash.transform.right); } // ray based on aiming direction if (m_ped != null) { Gizmos.color = Color.red; GizmosDrawCastedRay (firePos, m_ped.WeaponHolder.AimDirection); } // ray based on firing direction Gizmos.color = Color.black; GizmosDrawCastedRay (firePos, this.GetFireDir ()); } public void GizmosDrawCastedRay (Vector3 source, Vector3 dir) { float distance = 100f; RaycastHit hit; if (this.ProjectileRaycast (source, dir, out hit)) { distance = hit.distance; } Gizmos.DrawLine (source, source + dir * distance); } } }