using SanAndreasUnity.Behaviours.World; using SanAndreasUnity.Importing.Vehicles; using SanAndreasUnity.Utilities; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using VehicleDef = SanAndreasUnity.Importing.Items.Definitions.VehicleDef; namespace SanAndreasUnity.Behaviours.Vehicles { public enum VehicleLight { FrontLeft = 1, FrontRight = 2, RearLeft = 4, RearRight = 8, Front = FrontLeft | FrontRight, Rear = RearLeft | RearRight, All = Front | Rear } public enum VehicleBlinkerMode { None, Left, Right, Emergency } #if CLIENT public partial class Vehicle : Networking.Networkable #else public partial class Vehicle : MonoBehaviour #endif { static List s_vehicles = new List(); public static IEnumerable AllVehicles => s_vehicles; public static int NumVehicles => s_vehicles.Count; private static int _sLayer = -1; [HideInInspector] public Light m_frontLeftLight, m_frontRightLight, m_rearLeftLight, m_rearRightLight; private bool frontLeftLightOk = true, frontRightLightOk = true, rearLeftLightOk = true, rearRightLightOk = true, m_frontLeftLightPowered = true, m_frontRightLightPowered = true, m_rearLeftLightPowered = true, m_rearRightLightPowered = true; private const float blinkerSum = 1.5f; private Material directionalLightsMat; internal VehicleBlinkerMode blinkerMode; public bool m_frontLeftLightOk { get { return frontLeftLightOk; } set { frontLeftLightOk = value; SetLight(VehicleLight.FrontLeft, value ? 1 : 0); } } public bool m_frontRightLightOk { get { return frontRightLightOk; } set { frontRightLightOk = value; SetLight(VehicleLight.FrontRight, value ? 1 : 0); } } public bool m_rearLeftLightOk { get { return rearLeftLightOk; } set { rearLeftLightOk = value; SetLight(VehicleLight.RearLeft, value ? 1 : 0); } } public bool m_rearRightLightOk { get { return rearRightLightOk; } set { rearRightLightOk = value; SetLight(VehicleLight.RearRight, value ? 1 : 0); } } public static int Layer { get { return _sLayer == -1 ? _sLayer = UnityEngine.LayerMask.NameToLayer("Vehicle") : _sLayer; } } public static int LayerMask { get { return 1 << Layer; } } public static int MeshLayer => UnityEngine.LayerMask.NameToLayer("VehicleMesh"); private static int _sLightsId = -1; protected static int LightsId { get { return _sLightsId == -1 ? _sLightsId = Shader.PropertyToID("_Lights") : _sLightsId; } } private static int[] _sCarColorIds; protected static int[] CarColorIds { get { return _sCarColorIds ?? (_sCarColorIds = Enumerable.Range(1, 4) .Select(x => Shader.PropertyToID(string.Format("_CarColor{0}", x))) .ToArray()); } } private readonly int[] _colors = { 0, 0, 0, 0 }; public int[] Colors => _colors; private readonly float[] _lights = { 1f, 1f, 1f, 1f }; private MaterialPropertyBlock _props; private bool _colorsChanged, _isNightToggled; private const float constRearNightIntensity = .7f; public bool IsNightToggled { get { return _isNightToggled; } set { _isNightToggled = value; SetLight(VehicleLight.FrontLeft, _isNightToggled ? VehicleAPI.frontLightIntensity : 0); SetLight(VehicleLight.FrontRight, _isNightToggled ? VehicleAPI.frontLightIntensity : 0); SetLight(VehicleLight.RearLeft, _isNightToggled ? constRearNightIntensity : 0); SetLight(VehicleLight.RearRight, _isNightToggled ? constRearNightIntensity : 0); } } private VehicleController _controller; bool m_isServer => Net.NetStatus.IsServer; public bool IsControlledByLocalPlayer => Ped.Instance != null && Ped.Instance.CurrentVehicle == this && Ped.Instance.CurrentVehicleSeat.IsDriver; public Mirror.NetworkTransform NetTransform { get; private set; } List m_lastPreparedPeds = new List(); public string DescriptionForLogging { get { if (this.Definition != null) return $"(modelId={this.Definition.Id}, name={this.Definition.GameName})"; else return $"(gameObjectName={this.gameObject.name}, instanceId={this.GetInstanceID()})"; } } private void Awake() { this.NetTransform = this.GetComponent(); _props = new MaterialPropertyBlock(); this.Awake_Damage(); this.Awake_Radio(); } void OnEnable() { s_vehicles.Add(this); } void OnDisable() { s_vehicles.Remove(this); VehiclePhysicsConstants.Changed -= this.UpdateValues; this.OnDisable_Radio(); if (this.HighDetailMeshesParent != null) { Destroy(this.HighDetailMeshesParent.gameObject); } } void Start() { this.ApplySyncRate(VehicleManager.Instance.vehicleSyncRate); this.Start_Radio(); Debug.Log($"Created vehicle {this.DescriptionForLogging}, time: {F.CurrentDateForLogging}"); } public void SetColors(params int[] clrIndices) { for (var i = 0; i < 4 && i < clrIndices.Length; ++i) { if (_colors[i].Equals(clrIndices[i])) continue; _colors[i] = clrIndices[i]; _colorsChanged = true; } } private Light GetLight(VehicleLight light) { //if (light == VehicleLight.All || light == VehicleLight.Front || light == VehicleLight.Rear) throw new System.Exception("Light must be right or left, can't be general!"); switch (light) { case VehicleLight.FrontLeft: return m_frontLeftLight; case VehicleLight.FrontRight: return m_frontRightLight; case VehicleLight.RearLeft: return m_rearLeftLight; case VehicleLight.RearRight: return m_rearRightLight; } return null; } private bool IsLightOk(VehicleLight light) { switch (light) { case VehicleLight.FrontLeft: return m_frontLeftLightOk; case VehicleLight.FrontRight: return m_frontRightLightOk; case VehicleLight.RearLeft: return m_rearLeftLightOk; case VehicleLight.RearRight: return m_rearRightLightOk; } return true; } private bool IsAnyLightPowered() { if (_lights != null) return _lights.Any(x => x > 0); return false; } public void SetLight(VehicleLight light, float brightness) { brightness = Mathf.Clamp01(brightness); for (var i = 0; i < 4; ++i) { var bit = 1 << i; if (((int)light & bit) == bit) { VehicleLight parsedLight = (VehicleLight)bit; //VehicleAPI.ParseFromBit(i); if (IsLightOk(parsedLight)) { Light lightObj = GetLight(parsedLight); bool mustRearPower = _isNightToggled && !VehicleAPI.IsFrontLight(light); if (brightness > 0 || mustRearPower) { if (lightObj != null && !lightObj.enabled) { lightObj.enabled = true; lightObj.intensity = mustRearPower ? constRearNightIntensity : brightness; } } else { if (lightObj != null) lightObj.enabled = false; } SetLight(i, mustRearPower ? constRearNightIntensity : brightness); } } } } private void SetLight(int index, float brightness) { if (_lights[index] == brightness) return; _lights[index] = brightness; _colorsChanged = true; } public VehicleDef Definition { get; private set; } public Transform DriverTransform { get; private set; } public bool HasDriverSeat { get { return DriverTransform != null && DriverTransform.childCount > 0; } } public VehicleController StartControlling() { //SetAllCarLights(); return _controller ?? (_controller = gameObject.GetOrAddComponent()); } public void SetAllCarLights() { // Implemented: Add lights Transform headlights = this.GetComponentWithName("headlights"), taillights = this.GetComponentWithName("taillights"); Vehicle vh = gameObject.GetComponent(); if (headlights != null) { m_frontLeftLight = VehicleAPI.SetCarLight(vh, headlights, VehicleLight.FrontLeft); m_frontRightLight = VehicleAPI.SetCarLight(vh, headlights, VehicleLight.FrontRight); } if (taillights != null) { m_rearLeftLight = VehicleAPI.SetCarLight(vh, taillights, VehicleLight.RearLeft); m_rearRightLight = VehicleAPI.SetCarLight(vh, taillights, VehicleLight.RearRight); } m_frontLeftLightOk = m_frontLeftLight != null; m_frontRightLightOk = m_frontRightLight != null; m_rearLeftLightOk = m_rearLeftLight != null; m_rearRightLightOk = m_rearRightLight != null; } public SeatAlignment GetSeatAlignmentOfClosestSeat(Vector3 position) { var seat = FindClosestSeat(position); return seat != null ? seat.Alignment : SeatAlignment.None; } public Seat FindClosestSeat(Vector3 position) { if (this.Seats.Count < 1) return null; return this.Seats.Aggregate((a, b) => Vector3.Distance(position, a.Parent.position) < Vector3.Distance(position, b.Parent.position) ? a : b); } public Transform FindClosestSeatTransform(Vector3 position) { var seat = FindClosestSeat(position); return seat != null ? seat.Parent : null; } public Seat GetSeat(SeatAlignment alignment) { return _seats.FirstOrDefault(x => x.Alignment == alignment); } public Seat DriverSeat => _seats.FirstOrDefault(s => s.IsDriver); public Transform GetSeatTransform(SeatAlignment alignment) { var seat = GetSeat(alignment); return seat != null ? seat.Parent : null; } public bool IsLocalPedInside() { var ped = Ped.Instance; if (ped != null) { return this.Seats.Exists(s => s.OccupyingPed == ped); } return false; } public void StopControlling() { //Destroy(_controller); //_controller = null; } internal void OnPedPreparedForVehicle(Ped ped, Seat seat) { int numPedsToAdd = this.Seats.Count - m_lastPreparedPeds.Count; for (int i = 0; i < numPedsToAdd; i++) { m_lastPreparedPeds.Add(null); } int index = this.Seats.FindIndex(s => s == seat); if (m_lastPreparedPeds[index] == ped) return; m_lastPreparedPeds[index] = ped; seat.TimeWhenPedChanged = Time.time; this.OnPedAssignedToVehicle_Radio(ped, seat); } internal void OnPedRemovedFromVehicle(Ped ped, Seat seat) { int numPedsToAdd = this.Seats.Count - m_lastPreparedPeds.Count; for (int i = 0; i < numPedsToAdd; i++) { m_lastPreparedPeds.Add(null); } int index = this.Seats.FindIndex(s => s == seat); m_lastPreparedPeds[index] = null; seat.TimeWhenPedChanged = Time.time; } private void UpdateColors() { _colorsChanged = false; var indices = CarColors.FromIndices(_colors); for (var i = 0; i < 4; ++i) _props.SetColor(CarColorIds[i], indices[i]); _props.SetVector(LightsId, new Vector4(_lights[0], _lights[1], _lights[2], _lights[3])); foreach (var frame in _frames) { var mr = frame.GetComponent(); if (mr == null) continue; mr.SetPropertyBlock(_props); } } private void Update() { foreach (var wheel in _wheels) { Vector3 position = Vector3.zero; WheelHit wheelHit; if (wheel.Collider.GetGroundHit(out wheelHit)) { position.y = (wheelHit.point.y - wheel.Collider.transform.position.y) + wheel.Collider.radius; } else { position.y -= wheel.Collider.suspensionDistance; } wheel.Child.transform.localPosition = position; // reset the yaw wheel.Child.localRotation = wheel.Roll; // calculate new roll wheel.Child.Rotate(wheel.IsLeftHand ? Vector3.left : Vector3.right, wheel.Collider.rpm / 60.0f * 360.0f * Time.deltaTime); wheel.Roll = wheel.Child.localRotation; // apply yaw wheel.Child.localRotation = Quaternion.AngleAxis(wheel.Collider.steerAngle, Vector3.up) * wheel.Roll; } if (_colorsChanged) { UpdateColors(); } this.Update_Damage(); this.Update_Radio(); this.UpdateHighDetailMeshes(); } private void FixedUpdate() { // NetworkingFixedUpdate(); PhysicsFixedUpdate(); } void UpdateHighDetailMeshes() { this.HighDetailMeshesParent.SetPositionAndRotation(this.transform.position, this.transform.rotation); for (int i = 0; i < m_highDetailMeshObjectsToUpdate.Count; i++) { var item = m_highDetailMeshObjectsToUpdate[i]; item.Value.SetPositionAndRotation(item.Key.position, item.Key.rotation); } } private IEnumerator DelayedBlinkersTurnOff() { yield return new WaitForSeconds(blinkerSum); if (blinkerMode != VehicleBlinkerMode.None) blinkerMode = VehicleBlinkerMode.None; } public void ApplySyncRate(float syncRate) { foreach (var comp in this.GetComponents()) comp.syncInterval = 1.0f / syncRate; // also assign it to NetworkTransform, because it may be disabled if (this.NetTransform != null) this.NetTransform.syncInterval = 1.0f / syncRate; } } }