using UnityEngine; using SanAndreasUnity.Utilities; using SanAndreasUnity.Net; namespace SanAndreasUnity.Behaviours.Peds.States { /// /// Base class for all states that are scripts. /// public abstract class BaseScriptState : MonoBehaviour, IPedState { protected Ped m_ped; protected PedModel m_model { get { return m_ped.PlayerModel; } } // protected StateMachine m_stateMachine; protected new Transform transform { get { return m_ped.transform; } } public bool IsActiveState { get { return m_ped.CurrentState == this; } } protected bool m_isServer { get { return Net.NetStatus.IsServer; } } protected bool m_isClientOnly => Net.NetStatus.IsClientOnly; protected bool m_shouldSendButtonEvents { get { return !m_isServer && m_ped.IsControlledByLocalPlayer; } } protected virtual void Awake () { m_ped = this.GetComponentInParent (); } protected virtual void OnEnable () { } protected virtual void OnDisable () { } protected virtual void Start () { } public virtual void OnBecameActive () { } public virtual void OnBecameInactive () { } public virtual bool RepresentsState (System.Type type) { var myType = this.GetType (); return myType.Equals (type) || myType.IsSubclassOf (type); } public bool RepresentsState () where T : IState { return this.RepresentsState (typeof(T)); } public virtual void UpdateState() { this.ConstrainPosition(); this.ConstrainRotation(); } public virtual void PostUpdateState() { } public virtual void LateUpdateState() { if (m_ped.Camera) this.UpdateCamera (); if (m_ped.shouldPlayAnims) this.UpdateAnims (); } public virtual void FixedUpdateState() { this.UpdateHeading(); this.UpdateRotation(); this.UpdateMovement(); } protected virtual void ConstrainPosition() { if (m_isServer) m_ped.ConstrainPosition(); } protected virtual void ConstrainRotation () { if (m_isServer) m_ped.ConstrainRotation(); } protected virtual void UpdateHeading() { if (m_isServer) m_ped.UpdateHeading (); } protected virtual void UpdateRotation() { if (m_isServer) m_ped.UpdateRotation (); } protected virtual void UpdateMovement() { if (m_isServer) m_ped.UpdateMovement (); } public virtual void UpdateCamera() { this.RotateCamera(); this.UpdateCameraZoom(); this.CheckCameraCollision (); } public virtual void RotateCamera() { BaseScriptState.RotateCamera(m_ped, m_ped.MouseMoveInput, m_ped.CameraClampValue.y); } public static void RotateCamera(Ped ped, Vector2 mouseDelta, float xAxisClampValue) { Camera cam = ped.Camera; if (mouseDelta.sqrMagnitude < float.Epsilon) return; // cam.transform.Rotate( new Vector3(-mouseDelta.y, mouseDelta.x, 0f), Space.World ); var eulers = cam.transform.eulerAngles; // eulers.z = 0f; eulers.x += - mouseDelta.y; eulers.y += mouseDelta.x; // adjust x if (eulers.x > 180f) eulers.x -= 360f; // clamp if (xAxisClampValue > 0) eulers.x = Mathf.Clamp(eulers.x, -xAxisClampValue, xAxisClampValue); cam.transform.rotation = Quaternion.AngleAxis(eulers.y, Vector3.up) * Quaternion.AngleAxis(eulers.x, Vector3.right); } public virtual Vector3 GetCameraFocusPos() { return m_ped.transform.position + Vector3.up * 0.5f; } public virtual float GetCameraDistance() { return m_ped.CameraDistance; } public virtual void UpdateCameraZoom() { m_ped.CameraDistance = Mathf.Clamp(m_ped.CameraDistance - m_ped.MouseScrollInput.y, PedManager.Instance.minCameraDistanceFromPed, PedManager.Instance.maxCameraDistanceFromPed); } public virtual void CheckCameraCollision() { BaseScriptState.CheckCameraCollision (m_ped, this.GetCameraFocusPos (), -m_ped.Camera.transform.forward, this.GetCameraDistance ()); } public static void CheckCameraCollision(Ped ped, Vector3 castFrom, Vector3 castDir, float cameraDistance) { // cast a ray from ped to camera to see if it hits anything // if so, then move the camera to hit point Camera cam = ped.Camera; float distance = cameraDistance; var castRay = new Ray(castFrom, castDir); RaycastHit hitInfo; int ignoreLayer = (1 << MapObject.BreakableLayer) | (1 << Vehicles.Vehicle.Layer) | Ped.LayerMask; if (Physics.SphereCast(castRay, 0.25f, out hitInfo, distance, ~ ignoreLayer)) { distance = hitInfo.distance; } cam.transform.position = castRay.GetPoint(distance); } protected virtual void UpdateAnims() { } public virtual void OnFireButtonPressed() { if (m_shouldSendButtonEvents) PedSync.Local.OnFireButtonPressed(); } public virtual void OnAimButtonPressed() { if (m_shouldSendButtonEvents) PedSync.Local.OnAimButtonPressed(); } public virtual void OnSubmitPressed() { if (m_shouldSendButtonEvents) PedSync.Local.OnSubmitButtonPressed(); } public virtual void OnJumpPressed() { } public virtual void OnCrouchButtonPressed() { if (m_shouldSendButtonEvents) PedSync.Local.OnCrouchButtonPressed(); } public virtual void OnNextWeaponButtonPressed() { if (m_isServer) m_ped.WeaponHolder.SwitchWeapon (true); else if (m_shouldSendButtonEvents) PedSync.Local.OnNextWeaponButtonPressed(); } public virtual void OnPreviousWeaponButtonPressed() { if (m_isServer) m_ped.WeaponHolder.SwitchWeapon (false); else if (m_shouldSendButtonEvents) PedSync.Local.OnPreviousWeaponButtonPressed(); } public virtual void OnFlyButtonPressed() { } public virtual void OnFlyThroughButtonPressed() { } public virtual void OnDamaged(DamageInfo info) { } public virtual void OnDrawHUD() { } public virtual void OnSwitchedStateByServer(byte[] data) { m_ped.SwitchState(this.GetType()); } public virtual byte[] GetAdditionalNetworkData() { return null; } public virtual void OnChangedWeaponByServer(int newSlot) { m_ped.WeaponHolder.SwitchWeapon(newSlot); } public virtual void OnWeaponFiredFromServer(Weapon weapon, Vector3 firePos) { // if (m_ped.IsControlledByLocalPlayer) // return; // update gun flash if (weapon.GunFlash != null) weapon.GunFlash.gameObject.SetActive (true); weapon.UpdateGunFlashRotation (); weapon.PlayFireSound(); } } }