using SanAndreasUnity.Behaviours.Peds.AI;
using UnityEngine;
using SanAndreasUnity.Utilities;
using SanAndreasUnity.Importing.Weapons;
using SanAndreasUnity.Importing.Animation;
using SanAndreasUnity.Behaviours.Weapons;
namespace SanAndreasUnity.Behaviours.Peds.States
{
///
/// Base class for all aim-movement states.
///
public abstract class BaseAimMovementState : BaseScriptState, IAimState
{
protected Weapon m_weapon { get { return m_ped.CurrentWeapon; } }
public abstract AnimId aimWithArm_LowerAnim { get; }
public virtual float AimAnimMaxTime { get { return m_weapon.AimAnimMaxTime; } }
public virtual float AimAnimFireMaxTime { get { return m_weapon.AimAnimFireMaxTime; } }
protected bool m_wasAimingBackWithAWAWeapon = false;
protected float m_timeSinceAimingBackWithAWAWeapon = 0f;
public virtual float TimeUntilStateCanBeSwitchedToOtherAimMovementState => PedManager.Instance.timeUntilAimMovementStateCanBeSwitchedToOtherAimMovementState;
public virtual float TimeUntilStateCanBeEnteredFromOtherAimMovementState => PedManager.Instance.timeUntilAimMovementStateCanBeEnteredFromOtherAimMovementState;
public override void OnBecameActive()
{
base.OnBecameActive();
m_wasAimingBackWithAWAWeapon = false;
m_timeSinceAimingBackWithAWAWeapon = 0f;
}
public override void UpdateState()
{
base.UpdateState ();
if (!this.IsActiveState)
return;
if (m_isServer)
{
if (this.SwitchToNonAimMovementState ())
return;
if (this.SwitchToFiringState ())
return;
if (this.SwitchToOtherAimMovementState ())
return;
if (this.SwitchToFallingState ())
return;
}
}
public override void LateUpdateState ()
{
base.LateUpdateState ();
if (!this.IsActiveState)
return;
m_ped.WeaponHolder.UpdateWeaponTransform ();
}
protected virtual bool SwitchToNonAimMovementState ()
{
// check if we should exit aiming state
if (null == m_weapon)
{
BaseMovementState.SwitchToMovementStateBasedOnInput(m_ped);
return true;
}
// prevent fast state switching
if (!EnoughTimePassedToSwitchToNonAimState(m_ped, Mathf.Max(this.AimAnimMaxTime, PedManager.Instance.minTimeToReturnToNonAimStateFromAimState)))
return false;
if (!m_ped.IsAimOn)
{
BaseMovementState.SwitchToMovementStateBasedOnInput (m_ped);
return true;
}
if (m_ped.IsSprintOn)
{
if (m_weapon.CanSprintWithIt)
{
m_ped.SwitchState();
return true;
}
}
return false;
}
public static bool EnoughTimePassedToSwitchToNonAimState(Ped ped, float timeRequiredToPass)
{
var states = ped.CachedNonAimStates;
for (int i = 0; i < states.Count; i++)
{
if (states[i].TimeSinceDeactivated < timeRequiredToPass)
return false;
}
return true;
}
protected virtual bool SwitchToFiringState ()
{
return false;
}
protected virtual bool SwitchToOtherAimMovementState ()
{
System.Type type = GetAimMovementStateToSwitchToBasedOnInput(m_ped);
var state = (BaseAimMovementState)m_ped.GetStateOrLogError(type);
if (!EnoughTimePassedToSwitchBetweenAimMovementStates(this, state))
return false;
m_ped.SwitchState(type);
return ! this.IsActiveState;
}
public static bool EnoughTimePassedToSwitchBetweenAimMovementStates(
BaseAimMovementState currentState,
BaseAimMovementState targetState)
{
if (currentState.TimeSinceActivated < currentState.TimeUntilStateCanBeSwitchedToOtherAimMovementState)
return false;
if (targetState.TimeSinceDeactivated < targetState.TimeUntilStateCanBeEnteredFromOtherAimMovementState)
return false;
return true;
}
protected virtual bool SwitchToFallingState ()
{
return false;
}
public static void SwitchToAimMovementStateBasedOnInput (Ped ped)
{
System.Type type = GetAimMovementStateToSwitchToBasedOnInput(ped);
ped.SwitchState(type);
}
public static System.Type GetAimMovementStateToSwitchToBasedOnInput(Ped ped)
{
if (ped.IsWalkOn)
{
return typeof(WalkAimState);
}
else if (ped.IsRunOn || ped.IsSprintOn)
{
if (ped.CurrentWeapon != null && ped.CurrentWeapon.HasFlag(GunFlag.AIMWITHARM))
return typeof(RunAimState);
else
return typeof(WalkAimState);
}
else
{
return typeof(StandAimState);
}
}
protected virtual void RotateSpine()
{
BaseAimMovementState.RotateSpineToMatchAimDirection (m_ped);
}
public static void RotateSpineToMatchAimDirection (Ped ped)
{
if (null == ped.CurrentWeapon)
return;
if (ped.CurrentWeapon.HasFlag (GunFlag.AIMWITHARM))
return;
ped.PlayerModel.Spine.forward = ped.AimDirection;
// now apply offset to spine rotation
// this has to be done because spine is not rotated properly - is it intentionally done, or is it error in model importing ?
// TODO: actually, spine direction should be the same as ped's direction, not aim direction
Vector3 eulers = ped.WeaponHolder.SpineOffset;
if (ped.CurrentWeapon.HasFlag (GunFlag.AIMWITHARM))
eulers.y = 0;
ped.PlayerModel.Spine.Rotate (eulers);
// PlayerModel.ChangeSpineRotation (this.CurrentWeaponTransform.forward, Camera.transform.position + Camera.transform.forward * Camera.farClipPlane - this.CurrentWeaponTransform.position, SpineRotationSpeed, ref tempSpineLocalEulerAngles, ref targetRot, ref spineRotationLastFrame);
}
protected virtual void RotatePedInDirectionOfAiming()
{
if (m_ped.CurrentWeapon.HasFlag (GunFlag.AIMWITHARM))
return;
BaseAimMovementState.RotatePedInDirectionOfAiming( m_ped );
}
public static void RotatePedInDirectionOfAiming(Ped ped)
{
// Vector3 lookAtPos = Camera.transform.position + Camera.transform.forward * 500;
// lookAtPos.y = m_player.transform.position.y;
//
// m_player.transform.LookAt (lookAtPos, Vector3.up);
Vector3 forward = ped.AimDirection;
forward.y = 0;
forward.Normalize ();
// m_player.transform.forward = forward;
ped.Heading = forward;
}
public virtual void StartFiring()
{
BaseFireMovementState.SwitchToFireMovementStateBasedOnInput(m_ped);
}
protected override void UpdateAnims ()
{
if (m_weapon != null)
{
AnimationState state;
if (m_weapon.HasFlag (GunFlag.AIMWITHARM))
state = this.UpdateAnimsAWA ();
else
state = this.UpdateAnimsNonAWA ();
if (m_weapon)
{
m_weapon.AimAnimState = state;
if (state)
this.UpdateAimAnim (state);
}
if (m_weapon && m_weapon.HasFlag(GunFlag.AIMWITHARM))
{
// update arm transforms
// this has to be done after updating aim anim
this.UpdateArmTransformsForAWA();
}
// spine should be rotated no matter if state was changed or not during anim updating
// this should be done AFTER updating anims
this.RotateSpine ();
}
}
///
/// Update anims for non AWA (AIMWITHARM) weapons.
///
protected virtual AnimationState UpdateAnimsNonAWA()
{
return null;
}
///
/// Update anims for AWA (AIMWITHARM) weapons.
///
protected virtual AnimationState UpdateAnimsAWA()
{
return BaseAimMovementState.UpdateAnimsAWA (m_ped, this.aimWithArm_LowerAnim);
}
public static AnimationState UpdateAnimsAWA(Ped ped, AnimId aimWithArm_LowerAnim)
{
// aim with arm
// eg: pistol, tec9, sawnoff
var model = ped.PlayerModel;
model.Play2Anims (new AnimId (AnimGroup.Colt45, AnimIndex.colt45_fire), aimWithArm_LowerAnim);
var state = model.LastAnimState;
model.LastAnimState.wrapMode = WrapMode.ClampForever;
model.RemoveAllMixingTransforms (model.LastAnimState);
model.AddMixingTransform (model.LastAnimState, model.RightClavicle, true);
model.AddMixingTransform (model.LastSecondaryAnimState, model.LeftClavicle, true);
model.AddMixingTransforms (model.LastSecondaryAnimState, model.Pelvis, model.Belly, model.Spine, model.UpperSpine, model.RBreast, model.LBreast, model.Neck);
if (model.AnimsChanged) {
// reset model state
model.ResetModelState ();
// sample the animation, because otherwise, model will remain in original state for 1 frame
model.AnimComponent.Sample ();
}
return state;
}
protected virtual void UpdateAimAnim(AnimationState state)
{
BaseAimMovementState.UpdateAimAnim (m_ped, state, this.AimAnimMaxTime, this.AimAnimFireMaxTime, () => this.TryFire());
}
public static void UpdateAimAnim(Ped ped, AnimationState state, float aimAnimMaxTime, float aimAnimFireMaxTime,
System.Func tryFireFunc)
{
if (state.time > aimAnimMaxTime) {
if (ped.IsFiring) {
state.enabled = true;
// check if anim reached end
if(state.time >= aimAnimFireMaxTime) {
// anim reached end, revert it to start
state.time = aimAnimMaxTime;
ped.AnimComponent.Sample ();
// if (!ped.IsFireOn || !ped.IsAimOn)
{
// no longer firing
if (Net.NetStatus.IsServer)
{
ped.StopFiring ();
}
}
}
} else {
// check if we should start firing
if (ped.IsFireOn && tryFireFunc()) {
// we started firing
} else {
// we should remain in aim state
state.time = aimAnimMaxTime;
ped.AnimComponent.Sample ();
state.enabled = false;
}
}
}
}
protected virtual void UpdateArmTransformsForAWA()
{
BaseAimMovementState.UpdateArmTransformsForAWA (
m_ped, ref m_wasAimingBackWithAWAWeapon, ref m_timeSinceAimingBackWithAWAWeapon);
}
public static void UpdateArmTransformsForAWA(Ped ped, ref bool wasAimingBack, ref float timeSinceAimingBack)
{
var player = ped;
var model = ped.PlayerModel;
var weapon = ped.CurrentWeapon;
float timePerc = Mathf.Clamp01 (model.LastAnimState.time / weapon.AimAnimMaxTime);
// rotate arm to match direction of player
// we'll need a few adjustments, because arm's right vector is player's forward vector,
// and arm's forward vector is player's down vector => arm's up is player's left
// Vector3 forward = - player.transform.right ; // -player.transform.up;
// Vector3 up = player.transform.up; // -player.transform.right;
// Vector3 lookAtPos = player.transform.position + forward * 500;
model.ResetFrameState (model.RightUpperArm);
model.ResetFrameState (model.RightForeArm);
model.ResetFrameState (model.RightHand);
Vector3 aimDir = player.AimDirection;
Vector3 aimDirLocal = player.transform.InverseTransformDirection (aimDir);
bool isAimingOnOppositeSide = aimDirLocal.x < 0f;
float oppositeSideAngle = Vector3.Angle( Vector3.forward, aimDirLocal.WithXAndZ () );
bool isAimingBack = oppositeSideAngle > WeaponsManager.Instance.AIMWITHARM_maxAimAngle
|| (wasAimingBack && timeSinceAimingBack < WeaponsManager.Instance.AIMWITHARM_timeUntilAbleToStopAimingBack);
if (isAimingBack)
timeSinceAimingBack += Time.deltaTime;
else
timeSinceAimingBack = 0f;
wasAimingBack = isAimingBack;
Quaternion startRot = Quaternion.LookRotation( -player.transform.up, player.transform.forward ); // Quaternion.Euler (WeaponsManager.Instance.AIMWITHARM_upperArmStartRotationEulers);
Quaternion endRot = Quaternion.LookRotation (aimDir); //Quaternion.LookRotation( forward, up );
// Vector3 endForwardLocal = new Vector3(0.9222f, -0.3429f, 0.179f);
// Vector3 endUpLocal = new Vector3(-0.3522f, -0.9357f, 0.02171f);
Quaternion endRotForeArm = endRot;
if (isAimingBack) {
// aim in the air
endRot = Quaternion.LookRotation ( Vector3.Lerp(-player.transform.up, player.transform.forward, 0.7f).normalized );
// we need to apply rotation that is opposite of given offset for x axis - to assure that forehand's up matches ped's back
Quaternion q = Quaternion.AngleAxis( 90f - WeaponsManager.Instance.AIMWITHARM_foreArmRotationOffset.x, player.transform.up );
endRotForeArm = Quaternion.LookRotation (q * player.transform.up, q * (-player.transform.forward));
} else if (isAimingOnOppositeSide) {
// upper arm will slightly follow direction of aiming, but only along y and z axes
// forearm will have direction of aiming
Vector3 dir = aimDirLocal;
dir.x = 0; // no looking left or right
if (oppositeSideAngle != 0) {
// dir.y = Mathf.Sign (dir.y) * ( Mathf.Abs (dir.y) - 1.0f * oppositeSideAngle / 90f );
dir.y -= 1.0f * oppositeSideAngle / 90f;
dir.z += 1.0f * oppositeSideAngle / 90f;
if (dir.y > 0)
dir.y /= (1.0f + oppositeSideAngle / 90f);
// if (Mathf.Abs(dir.y) > dir.z)
// dir.z = Mathf.Abs(dir.y);
}
dir.Normalize ();
dir = player.transform.TransformDirection (dir);
endRot = Quaternion.LookRotation (dir);
}
// lerp
Quaternion rot = Quaternion.Lerp( startRot, endRot, timePerc );
Quaternion rotForeArm = Quaternion.Lerp (startRot, endRotForeArm, timePerc);
if (timePerc == 1.0f) {
// Vector3 localForward = player.transform.InverseTransformDirection (model.RightUpperArm.forward);
// Vector3 localUp = player.transform.InverseTransformDirection (model.RightUpperArm.up);
// Debug.LogFormat ("local forward {0}, local up {1}", localForward.ToString("G4"), localUp.ToString("G4"));
}
// Quaternion deltaRot = Quaternion.FromToRotation (Vector3.forward, aimDirLocal);
// Quaternion worldRot = player.transform.TransformRotation( rot );
// worldRot *= deltaRot;
// assign new rotation
// 'rot' is in player space
// model.RightUpperArm.rotation = worldRot;
// Quaternion convertRot = Quaternion.Euler (WeaponsManager.Instance.AIMWITHARM_upperArmEndRotationEulers);
// head rotation
Vector3 clampedAimDir = F.ClampDirection (aimDir, player.transform.forward, WeaponsManager.Instance.AIMWITHARM_maxHeadRotationAngle);
Quaternion headRot = isAimingBack ? player.transform.rotation : Quaternion.LookRotation (clampedAimDir);
// headRot = Quaternion.Lerp( model.Head.rotation, headRot, 0.3f);
// set new rotations and apply aim rotation offsets
model.Head.rotation = headRot;
model.Head.Rotate (WeaponsManager.Instance.AIMWITHARM_headRotationOffset);
model.RightClavicle.Rotate (WeaponsManager.Instance.AIMWITHARM_clavicleRotationOffset);
model.RightUpperArm.rotation = rot;
model.RightUpperArm.Rotate (WeaponsManager.Instance.AIMWITHARM_upperArmRotationOffset);
model.RightForeArm.rotation = rotForeArm;
model.RightForeArm.Rotate (WeaponsManager.Instance.AIMWITHARM_foreArmRotationOffset);
model.RightHand.localRotation = Quaternion.identity;
model.RightHand.Rotate (WeaponsManager.Instance.AIMWITHARM_handRotationOffset);
}
public static bool TryFire (Ped ped, WeaponAttackParams weaponAttackParams)
{
if (ped.CurrentWeapon != null)
{
if (Net.NetStatus.IsServer)
{
if (ped.IsControlledByLocalPlayer || null == ped.PlayerOwner)
return TryFire(ped, ped.FirePosition, ped.FireDirection, weaponAttackParams);
else // this ped is owned by remote client
return TryFire(ped, ped.NetFirePos, ped.NetFireDir, weaponAttackParams);
}
}
return false;
}
protected virtual bool TryFire()
{
return TryFire(m_ped, WeaponAttackParams.Default);
}
public static bool TryFire (Ped ped, Vector3 firePos, Vector3 fireDir, WeaponAttackParams weaponAttackParams)
{
bool isServer = Net.NetStatus.IsServer;
var weapon = ped.CurrentWeapon;
if (!isServer) // for now, do this only on server
return false;
if (Net.NetStatus.IsClientOnly && ! ped.IsControlledByLocalPlayer)
return false;
if (null == weapon)
return false;
if (ped.IsFiring) // already firing
return false;
// check if there is ammo in clip
if (weapon.AmmoInClip < 1)
return false;
if (isServer)
{
ped.StartFiring ();
if (!ped.IsFiring) // failed to start firing
return false;
}
// reduce ammo
weapon.AmmoInClip --;
// update gun flash
// this.EnableOrDisableGunFlash (ped);
if (weapon.GunFlash != null)
weapon.GunFlash.gameObject.SetActive (true);
weapon.UpdateGunFlashRotation ();
// fire projectile
if (isServer)
F.RunExceptionSafe( () => weapon.FireProjectile (firePos, fireDir, weaponAttackParams) );
// send fire event to server
if (Net.NetStatus.IsClientOnly && ped.IsControlledByLocalPlayer)
{
}
// play firing sound
F.RunExceptionSafe (() => weapon.PlayFireSound() );
// notify clients
if (isServer)
Net.PedSync.OnWeaponFired(ped, weapon, firePos);
return true;
}
public virtual Vector3 GetFirePosition()
{
return GetFirePosition(m_ped);
}
public static Vector3 GetFirePosition(Ped ped)
{
return ped.CurrentWeapon != null ? ped.CurrentWeapon.GetFirePosWithoutPed() : ped.transform.position;
}
public virtual Vector3 GetFireDirection()
{
return GetFireDirection(m_ped, () => IsAimingBack(m_ped), WeaponAttackParams.Default);
}
public static Vector3 GetFireDirection(Ped ped, System.Func isAimingBackFunc, WeaponAttackParams weaponAttackParams)
{
if (null == ped.CurrentWeapon)
return ped.AimDirection;
if (isAimingBackFunc())
return ped.transform.up;
if (ped.IsControlledByLocalPlayer && ped.Camera != null)
{
// find ray going into the world
Ray ray = ped.Camera.GetRayFromCenter();
// raycast
RaycastHit hit;
if (ped.CurrentWeapon.ProjectileRaycast(ray.origin, ray.direction, out hit, weaponAttackParams))
{
return (hit.point - ped.FirePosition).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 ped.AimDirection;
}
public static bool IsAimingBack(Ped ped)
{
if (null == ped.CurrentWeapon)
return false;
if (!ped.CurrentWeapon.HasFlag(GunFlag.AIMWITHARM))
return false;
if (!ped.IsAiming)
return false;
Vector3 aimDirLocal = ped.transform.InverseTransformDirection(ped.AimDirection);
float oppositeSideAngle = Vector3.Angle(Vector3.forward, aimDirLocal.WithXAndZ());
return oppositeSideAngle > WeaponsManager.Instance.AIMWITHARM_maxAimAngle;
}
public virtual void OnClientTriedToFire(Vector3 firePos, Vector3 fireDir)
{
if (null == m_weapon)
return;
if (m_weapon.AmmoInClip < 1)
return;
if (!m_ped.IsFiring)
m_ped.StartFiring();
}
public override void RotateCamera ()
{
base.RotateCamera ();
// this must be called from here (right after the camera transform is changed), otherwise camera will shake
// must check if weapon is null here, because camera is now updated in LateUpdate(), and weapon can become null between Update() and LateUpdate()
if (m_weapon)
this.RotatePedInDirectionOfAiming ();
}
public override void UpdateCameraZoom()
{
// ignore
}
public override void CheckCameraCollision()
{
CheckCameraCollision(m_ped, this.GetCameraFocusPos());
}
public static void CheckCameraCollision (Ped ped, Vector3 cameraFocusPos)
{
Vector3 castFrom = cameraFocusPos;
float distance;
Vector3 castDir = -ped.Camera.transform.forward;
// use distance from gun aiming offset ?
if (ped.CurrentWeapon != null && ped.CurrentWeapon.GunAimingOffset != null)
{
// Vector3 desiredCameraPos = this.transform.TransformPoint (- _player.CurrentWeapon.GunAimingOffset.Aim) + Vector3.up * .5f;
// Vector3 desiredCameraPos = this.transform.TransformPoint( new Vector3(0.8f, 1.0f, -1) );
Vector3 desiredCameraPos = cameraFocusPos + ped.Camera.transform.TransformVector (ped.WeaponHolder.cameraAimOffset);
Vector3 diff = desiredCameraPos - castFrom;
distance = diff.magnitude;
castDir = diff.normalized;
}
else
{
distance = ped.CameraDistance;
}
BaseScriptState.CheckCameraCollision(ped, castFrom, castDir, distance);
}
public override void OnSubmitPressed()
{
// try to enter vehicle
if (m_isServer)
m_ped.TryEnterVehicleInRange ();
else
base.OnSubmitPressed();
}
public override void OnJumpPressed()
{
// ignore
}
protected override void OnButtonPressedOnServer(string buttonName)
{
if (buttonName == "G")
{
// try to recruit peds to follow you
RecruitPedUnderWeaponToFollowPed(m_ped);
}
}
public static void RecruitPedUnderWeaponToFollowPed(Ped pedToFollow)
{
if (null == pedToFollow.CurrentWeapon)
return;
RaycastHit hit;
if (!pedToFollow.CurrentWeapon.ProjectileRaycast(
pedToFollow.IsControlledByLocalPlayer ? pedToFollow.FirePosition : pedToFollow.NetFirePos,
pedToFollow.IsControlledByLocalPlayer ? pedToFollow.FireDirection : pedToFollow.NetFireDir,
out hit,
WeaponAttackParams.Default))
{
return;
}
// see if ped is hit
var damageable = hit.collider.gameObject.GetComponentInParent();
if (null == damageable)
return;
var hitPedAI = damageable.GetComponent();
if (hitPedAI != null && hitPedAI.MyPed != pedToFollow)
{
// ray hit NPC ped
hitPedAI.Recruit(pedToFollow);
}
}
}
}