using SanAndreasUnity.Behaviours.Vehicles; using SanAndreasUnity.Behaviours.World; using SanAndreasUnity.Importing.Animation; using System.Collections; using System.Diagnostics; using UnityEngine; using Debug = UnityEngine.Debug; using SanAndreasUnity.Utilities; using System.Collections.Generic; using System.Linq; using SanAndreasUnity.Net; namespace SanAndreasUnity.Behaviours { [RequireComponent(typeof(CharacterController))] public partial class Ped : #if MIRROR Mirror.NetworkBehaviour #else MonoBehaviour #endif { private static List s_allPeds = new List (); public static Ped[] AllPeds { get { return s_allPeds.ToArray (); } } public static IEnumerable AllPedsEnumerable => s_allPeds; public static int NumPeds => s_allPeds.Count; private WeaponHolder m_weaponHolder; public WeaponHolder WeaponHolder { get { return m_weaponHolder; } } private StateMachine m_stateMachine = new StateMachine (); public Camera Camera { get { return this == Ped.Instance ? Camera.main : null; } } public PedModel PlayerModel { get; private set; } public bool shouldPlayAnims = true; public CharacterController characterController { get; private set; } public float CameraDistance { get { return PedManager.Instance.cameraDistanceFromPed; } set { PedManager.Instance.cameraDistanceFromPed = value; } } public float CameraDistanceVehicle { get { return VehicleManager.Instance.cameraDistanceFromVehicle; } set { VehicleManager.Instance.cameraDistanceFromVehicle = value; } } // used for clamping camera rotation [SerializeField] private Vector2 m_cameraClampValue = new Vector2(60, 60); public Vector2 CameraClampValue { get { return m_cameraClampValue; } set { m_cameraClampValue = value; } } private readonly StateContainer _stateContainer = new StateContainer(); public StateContainer StateContainer => _stateContainer; public IReadOnlyList CachedAimStates { get; private set; } = System.Array.Empty(); public Peds.States.BaseScriptState CurrentState { get { return (Peds.States.BaseScriptState) m_stateMachine.CurrentState; } } public Cell Cell { get { return Cell.Instance; } } public UnityEngine.Animation AnimComponent { get { return PlayerModel.AnimComponent; } } public SanAndreasUnity.Importing.Items.Definitions.PedestrianDef PedDef { get { return this.PlayerModel.Definition; } } public static int RandomPedId { get { int count = Ped.SpawnablePedDefs.Count (); if (count < 1) throw new System.Exception ("No ped definitions found"); int index = Random.Range (0, count); return Ped.SpawnablePedDefs.ElementAt (index).Id; } } public static int LayerMask { get { return UnityEngine.LayerMask.GetMask ("Player"); } } public static readonly string PedBoneLayerName = "PedBone"; public static int PedBoneLayerMask { get { return UnityEngine.LayerMask.GetMask(PedBoneLayerName); } } public bool IsGrounded { get { return characterController.isGrounded; } } public Vector2 MouseMoveInput { get; set; } public Vector2 MouseScrollInput { get; set; } public bool IsWalkOn { get; set; } public bool IsRunOn { get; set; } public bool IsSprintOn { get; set; } public bool IsJumpOn { get; set; } public Vector3 Velocity { get; private set; } /// Current movement input. public Vector3 Movement { get; set; } /// Direction towards which the player turns. public Vector3 Heading { get; set; } public bool IsAiming { get { return m_weaponHolder.IsAiming; } } public Weapon CurrentWeapon { get { return m_weaponHolder.CurrentWeapon; } } public bool IsFiring { get { return m_weaponHolder.IsFiring; } } public Vector3 AimDirection { get { return m_weaponHolder.AimDirection; } set => m_weaponHolder.AimDirection = value; } public Vector3 FirePosition => this.CurrentState is Peds.States.IAimState ? ((Peds.States.IAimState) this.CurrentState).GetFirePosition() : this.transform.position; public Vector3 FireDirection => this.CurrentState is Peds.States.IAimState ? ((Peds.States.IAimState) this.CurrentState).GetFireDirection() : this.transform.forward; public bool IsAimOn { get ; set ; } public bool IsFireOn { get ; set ; } public bool IsHoldingWeapon { get { return m_weaponHolder.IsHoldingWeapon; } } public EntranceExitMapObject CurrentCollidingEnex { get; private set; } public Importing.Items.Placements.EntranceExit FirstEnex { get; private set; } public Importing.Items.Placements.EntranceExit SecondEnex { get; private set; } Importing.Items.Placements.EntranceExit m_enexToIgnoreNextCollision; private Coroutine m_findGroundCoroutine; public struct FindGroundParams { public bool tryFromAbove; public float raycastDistance; public FindGroundParams(bool tryFromAbove = true, float raycastDistance = 1000) { this.tryFromAbove = tryFromAbove; this.raycastDistance = raycastDistance; } public static FindGroundParams DefaultBasedOnLoadedWorld => new FindGroundParams((null == Cell.Instance || Cell.Instance.HasMainExterior)); } /// Ped who is controlled by local player. public static Ped Instance { get { return Net.Player.Local != null ? Net.Player.Local.OwnedPed : null; } } /// Position of ped instance. public static Vector3 InstancePos { get { return Instance.transform.position; } } /// Is this ped controlled by local player ? public bool IsControlledByLocalPlayer { get { return this == Ped.Instance; } } public string DescriptionForLogging => "(netId = " + this.netId + ")"; public static event System.Action onAwake = delegate {}; public static event System.Action onStart = delegate {}; void Awake() { this.PlayerModel = this.GetComponentInChildren(); this.characterController = this.GetComponent(); m_weaponHolder = GetComponent (); _stateContainer.AddStates(this.GetComponentsInChildren ()); this.CachedAimStates = _stateContainer .GetStatesThatInherit() .Cast() .ToArray(); this.AwakeForDamage (); this.Awake_Net(); F.InvokeEventExceptionSafe(onAwake, this); } void Start() { //MySetupLocalPlayer (); this.Start_Net(); this.StartForDamage (); if (NetStatus.IsServer) { if (null == this.CurrentState) this.SwitchState (); } // register Cell focus point if (this.Cell != null) { if (NetStatus.IsServer) { if (this.PlayerOwner != null) this.Cell.RegisterFocusPoint(this.transform, PedManager.Instance.playerPedFocusPointParameters); else this.Cell.RegisterFocusPoint(this.transform, PedManager.Instance.npcPedFocusPointParameters); } else if (NetStatus.IsClientActive()) { // no need to register on client, because camera will be used as a focus point } } if (!NetStatus.IsServer) { // destroy OutOfRangeDestroyer on clients - server should handle destroying peds which are not in range this.gameObject.DestroyComponent(); } // find ground if (NetStatus.IsServer) { if (!this.IsGrounded) { this.FindGround (FindGroundParams.DefaultBasedOnLoadedWorld); } } F.InvokeEventExceptionSafe(onStart, this); } void OnEnable () { s_allPeds.Add (this); } void OnDisable () { s_allPeds.Remove (this); } public Peds.States.BaseScriptState GetState(System.Type type) { return _stateContainer.GetState(type); } public T GetState() where T : Peds.States.BaseScriptState { return _stateContainer.GetState(); } public Peds.States.BaseScriptState GetStateOrLogError(System.Type type) { return _stateContainer.GetStateOrLogError(type); } public T GetStateOrLogError() where T : Peds.States.BaseScriptState { return _stateContainer.GetStateOrLogError(); } public void SwitchState(System.Type type) { var state = this.GetStateOrLogError (type); if (null == state) return; m_stateMachine.SwitchState (state); } public void SwitchState() where T : Peds.States.BaseScriptState { this.SwitchState(typeof(T)); } public void Teleport(Vector3 position, Quaternion rotation, FindGroundParams parameters) { if (!NetStatus.IsServer) return; if (this.IsInVehicle) return; this.transform.position = position; this.transform.rotation = rotation; this.Heading = rotation.TransformDirection(Vector3.forward); this.FindGround (parameters); } public void Teleport(Vector3 position, Quaternion rotation) { this.Teleport(position, rotation, FindGroundParams.DefaultBasedOnLoadedWorld); } public void Teleport(Vector3 position) { this.Teleport (position, this.transform.rotation); } public void FindGround (FindGroundParams parameters) { if (m_findGroundCoroutine != null) { StopCoroutine (m_findGroundCoroutine); m_findGroundCoroutine = null; } m_findGroundCoroutine = StartCoroutine (FindGroundCoroutine (parameters)); } private IEnumerator FindGroundCoroutine(FindGroundParams parameters) { // set y pos to high value, so that higher grounds can be loaded // this.transform.SetY (150); Vector3 startingPos = this.transform.position; yield return null; // wait for loader to finish, in case he didn't while (!Loader.HasLoaded) yield return null; // yield until you find ground beneath or above the player, or until timeout expires float timeStarted = Time.time; int numAttempts = 1; while (true) { if (Time.time - timeStarted > 4.0f) { // timeout expired Debug.LogWarningFormat("Failed to find ground for ped {0} - timeout expired", this.DescriptionForLogging); yield break; } // maintain starting position this.transform.position = startingPos; this.Velocity = Vector3.zero; RaycastHit hit; float raycastDistance = parameters.raycastDistance; int raycastLayerMask = ~ PedManager.Instance.groundFindingIgnoredLayerMask; var raycastPositions = new List{ this.transform.position }; //transform.position - Vector3.up * characterController.height; var raycastDirections = new List{ Vector3.down }; var customMessages = new List{ "from center" }; if (parameters.tryFromAbove) { raycastPositions.Add (this.transform.position + Vector3.up * raycastDistance); raycastDirections.Add (Vector3.down); customMessages.Add ("from above"); } for (int i = 0; i < raycastPositions.Count; i++) { if (Physics.Raycast (raycastPositions[i], raycastDirections[i], out hit, raycastDistance, raycastLayerMask)) { // ray hit the ground // we can move there this.OnFoundGround (hit, numAttempts, customMessages [i]); yield break; } } numAttempts++; yield return null; } } private void OnFoundGround(RaycastHit hit, int numAttempts, string customMessage) { this.transform.position = hit.point + Vector3.up * (characterController.height * 0.5f + 0.1f); this.Velocity = Vector3.zero; //Debug.LogFormat ("Found ground at {0}, distance {1}, object name {2}, num attempts {3}, {4}, ped {5}", hit.point, hit.distance, // hit.transform.name, numAttempts, customMessage, this.DescriptionForLogging); } private void Update() { if (!Loader.HasLoaded) return; if (this.CurrentState != null) { this.CurrentState.UpdateState (); } if (NetStatus.IsServer) this.ResetIfFallingBelowTheWorld(); // ConstrainPosition (); // ConstrainRotation (); // UpdateAnims (); //if (IsDrivingVehicle) // UpdateWheelTurning(); this.UpdateDamageStuff (); this.Update_Net(); if (this.CurrentState != null) this.CurrentState.PostUpdateState(); } void LateUpdate () { if (this.CurrentState != null) { this.CurrentState.LateUpdateState (); } } public void ConstrainPosition() { // Constrain to stay inside map /* if (transform.position.x < -3000) { var t = transform.position; t.x = -3000; transform.position = t; } if (transform.position.x > 3000) { var t = transform.position; t.x = 3000; transform.position = t; } if (transform.position.z < -3000) { var t = transform.position; t.z = -3000; transform.position = t; } if (transform.position.z > 3000) { var t = transform.position; t.z = 3000; transform.position = t; } */ } public void ConstrainRotation () { if (IsInVehicle) return; // ped can only rotate around Y axis Vector3 eulers = this.transform.eulerAngles; if (eulers.x != 0f || eulers.z != 0f) { eulers.x = 0f; eulers.z = 0f; this.transform.eulerAngles = eulers; } } void ResetIfFallingBelowTheWorld() { if (this.IsInVehicle) return; if (!this.IsGrounded && this.transform.position.y < -300 && this.Velocity.y < -20) { // set velocity to 0 this.Velocity = Vector3.zero; // restore ped to higher position, and try to find ground Vector3 t = this.transform.position; t.y = 150; this.transform.position = t; this.FindGround(new FindGroundParams()); } } private void FixedUpdate() { if (!Loader.HasLoaded) return; if (this.CurrentState != null) { this.CurrentState.FixedUpdateState (); } this.FixedUpdate_Net(); } public void UpdateHeading() { if (this.IsAiming && this.CurrentWeapon != null && !this.CurrentWeapon.CanTurnInDirectionOtherThanAiming) { // ped heading can only be the same as ped direction this.Heading = this.WeaponHolder.AimDirection; } // player can look only along X and Z axis this.Heading = this.Heading.WithXAndZ ().normalized; } public void UpdateRotation() { // rotate player towards his heading Vector3 forward = Vector3.RotateTowards (this.transform.forward, Heading, PedManager.Instance.pedTurnSpeed * Time.deltaTime, 0.0f); this.transform.rotation = Quaternion.LookRotation(forward); } public void UpdateMovement() { // movement can only be done on X and Z axis this.Movement = this.Movement.WithXAndZ().normalized; // change heading to match movement input //if (Movement.sqrMagnitude > float.Epsilon) //{ // Heading = Vector3.Scale(Movement, new Vector3(1f, 0f, 1f)).normalized; //} // change velocity based on movement input and current speed extracted from anim float modelVel = Mathf.Abs( PlayerModel.Velocity [PlayerModel.VelocityAxis] ); //Vector3 localMovement = this.transform.InverseTransformDirection (this.Movement); //Vector3 globalMovement = this.transform.TransformDirection( Vector3.Scale( localMovement, modelVel ) ); // override velocity along X and Z axis, accumulate it along Y axis Vector3 newVelocity = this.Movement * modelVel; newVelocity.y = Velocity.y + this.Movement.y * modelVel; if (characterController.isGrounded) newVelocity.y = 0f; else newVelocity.y -= (-Physics.gravity.y) * 2f * Time.deltaTime; Velocity = newVelocity; // finally, move the character characterController.Move(Velocity * Time.deltaTime); // if(!IsLocalPlayer) // { // Velocity = characterController.velocity; // } } public void StartFiring () { if (!this.IsAiming) return; ((Peds.States.IAimState)this.CurrentState).StartFiring(); } public void StopFiring () { if (!this.IsFiring) return; ((Peds.States.IFireState)this.CurrentState).StopFiring(); } public void ResetInput () { this.ResetMovementInput (); this.MouseMoveInput = Vector2.zero; this.MouseScrollInput = Vector2.zero; this.IsAimOn = this.IsFireOn = false; } public void ResetMovementInput () { this.IsWalkOn = this.IsRunOn = this.IsSprintOn = false; this.Movement = Vector3.zero; this.IsJumpOn = false; } public void OnButtonPressed (string buttonName) { if (this.CurrentState != null) this.CurrentState.OnButtonPressed (buttonName); } public void OnFireButtonPressed () { if (this.CurrentState != null) this.CurrentState.OnFireButtonPressed (); } public void OnAimButtonPressed () { if (this.CurrentState != null) this.CurrentState.OnAimButtonPressed (); } public void OnSubmitPressed () { if (this.CurrentState != null) { this.CurrentState.OnSubmitPressed (); } } public void OnJumpButtonPressed () { if (this.CurrentState != null) this.CurrentState.OnJumpPressed (); } public void OnCrouchButtonPressed () { if (this.CurrentState != null) this.CurrentState.OnCrouchButtonPressed (); } public void OnNextWeaponButtonPressed () { if (this.CurrentState != null) this.CurrentState.OnNextWeaponButtonPressed (); } public void OnPreviousWeaponButtonPressed () { if (this.CurrentState != null) this.CurrentState.OnPreviousWeaponButtonPressed (); } public void OnFlyButtonPressed () { if (this.CurrentState != null) this.CurrentState.OnFlyButtonPressed (); } public void OnFlyThroughButtonPressed () { if (this.CurrentState != null) this.CurrentState.OnFlyThroughButtonPressed (); } internal void OnStartCollidingWithEnex(EntranceExitMapObject enex) { if (this.CurrentCollidingEnex != null && this.CurrentCollidingEnex.gameObject.activeInHierarchy) // already colliding with enex return; this.CurrentCollidingEnex = enex; if (NetStatus.IsServer) { if (enex.Info == m_enexToIgnoreNextCollision) { // we should ignore this collision // collision will be processed next time m_enexToIgnoreNextCollision = null; } else { if (enex.Info == this.SecondEnex) { // we collided with second enex // teleport back to first enex ; reset first and second enex var tmpEnex = this.FirstEnex; this.FirstEnex = null; this.SecondEnex = null; m_enexToIgnoreNextCollision = tmpEnex; // ignore next collision with first enex this.TeleportToEnex(tmpEnex); } else { var counterPart = enex.FindMatchingEnex(); if (counterPart != null) { // found a counterpart where we can teleport // remember first and second enex this.FirstEnex = enex.Info; this.SecondEnex = counterPart; // ignore next collision with second enex m_enexToIgnoreNextCollision = counterPart; // teleport to second enex this.TeleportToEnex(counterPart); } } } } } internal void OnStopCollidingWithEnex(EntranceExitMapObject enex) { if (enex == this.CurrentCollidingEnex) this.CurrentCollidingEnex = null; } void TeleportToEnex(Importing.Items.Placements.EntranceExit enex) { TransformDataStruct transformData = Cell.GetEnexExitTransform(enex); this.Teleport(transformData.position, transformData.rotation, new FindGroundParams(false, 50)); } void OnDrawGizmosSelected () { // draw heading ray Gizmos.color = Color.blue; Gizmos.DrawLine (this.transform.position, this.transform.position + this.Heading); // draw movement ray Gizmos.color = Color.green; Gizmos.DrawLine (this.transform.position, this.transform.position + this.Movement); } } }