using System.Collections.Generic; using UnityEngine; using Mirror; using System.Linq; using SanAndreasUnity.Utilities; using SanAndreasUnity.Behaviours; using SanAndreasUnity.Behaviours.Vehicles; using SanAndreasUnity.Behaviours.Peds.States; namespace SanAndreasUnity.Net { public class PedSync : NetworkBehaviour { Player m_player; Ped m_ped { get { return m_player.OwnedPed; } } public static PedSync Local { get; private set; } void Awake() { m_player = this.GetComponentOrThrow(); } public override void OnStartLocalPlayer() { base.OnStartLocalPlayer(); Local = this; } void Start() { } public void SendInput(bool isWalkOn, bool isRunOn, bool isSprintOn, Vector3 movementInput, bool isJumpOn, Vector3 heading, Vector3 aimDir, Vector3 firePos, Vector3 fireDir, bool isAimOn, bool isFireOn) { this.CmdSendingInput(isWalkOn, isRunOn, isSprintOn, movementInput, isJumpOn, heading, aimDir, firePos, fireDir, isAimOn, isFireOn); } public void SendInput() { Ped ped = m_ped; this.SendInput(ped.IsWalkOn, ped.IsRunOn, ped.IsSprintOn, ped.Movement, ped.IsJumpOn, ped.Heading, ped.AimDirection, ped.FirePosition, ped.FireDirection, ped.IsAimOn, ped.IsFireOn); } [Command] void CmdSendingInput(bool isWalkOn, bool isRunOn, bool isSprintOn, Vector3 movementInput, bool isJumpOn, Vector3 heading, Vector3 aimDir, Vector3 firePos, Vector3 fireDir, bool isAimOn, bool isFireOn) { if (null == m_ped) return; Ped ped = m_ped; ped.IsWalkOn = isWalkOn; ped.IsRunOn = isRunOn; ped.IsSprintOn = isSprintOn; ped.Movement = movementInput; ped.IsJumpOn = isJumpOn; ped.Heading = heading; ped.AimDirection = aimDir; ped.NetFirePos = firePos; ped.NetFireDir = fireDir; ped.IsAimOn = isAimOn; ped.IsFireOn = isFireOn; } public void SendVehicleInput(float acceleration, float steering, float braking) => this.CmdSendingVehicleInput(acceleration, steering, braking); [Command] void CmdSendingVehicleInput(float acceleration, float steering, float braking) { if (null == m_ped || null == m_ped.CurrentVehicle) return; var v = m_ped.CurrentVehicle; v.Accelerator = acceleration; v.Steering = steering; v.Braking = braking; } public void OnButtonPressed(string buttonName) => this.CmdOnButtonPressed(buttonName); [Command] void CmdOnButtonPressed(string buttonName) { if (m_ped != null) m_ped.OnButtonPressed(buttonName); } public void OnCrouchButtonPressed() => this.CmdOnCrouchButtonPressed(); [Command] void CmdOnCrouchButtonPressed() { if (m_ped) m_ped.OnCrouchButtonPressed(); } public void OnSubmitButtonPressed() => this.CmdOnSubmitButtonPressed(); [Command] void CmdOnSubmitButtonPressed() { if (m_ped) m_ped.OnSubmitPressed(); } public void OnFireButtonPressed() => this.CmdOnFireButtonPressed(); [Command] void CmdOnFireButtonPressed() { if (m_ped != null) m_ped.OnFireButtonPressed(); } public void OnAimButtonPressed() => this.CmdOnAimButtonPressed(); [Command] void CmdOnAimButtonPressed() { if (m_ped != null) m_ped.OnAimButtonPressed(); } public void OnNextWeaponButtonPressed() => this.CmdOnNextWeaponButtonPressed(); [Command] void CmdOnNextWeaponButtonPressed() { if (m_ped != null) m_ped.OnNextWeaponButtonPressed(); } public void OnPreviousWeaponButtonPressed() => this.CmdOnPreviousWeaponButtonPressed(); [Command] void CmdOnPreviousWeaponButtonPressed() { if (m_ped != null) m_ped.OnPreviousWeaponButtonPressed(); } public static void OnWeaponFired(Ped ped, Weapon weapon, Vector3 firePos) { foreach (var p in Player.AllPlayersEnumerable) p.GetComponent().TargetOnWeaponFired(p.connectionToClient, ped.gameObject, weapon.gameObject, firePos); } [TargetRpc] void TargetOnWeaponFired(NetworkConnection conn, GameObject pedGo, GameObject weaponGo, Vector3 firePos) { if (NetStatus.IsServer) return; if (null == weaponGo || null == pedGo) return; F.RunExceptionSafe( () => { var ped = pedGo.GetComponent(); var weapon = weaponGo.GetComponent(); if (ped.CurrentState != null) ped.CurrentState.OnWeaponFiredFromServer(weapon, firePos); }); } } }