using SanAndreasUnity.Behaviours.Vehicles; using System; using UnityEngine; public class VehicleBlinker : MonoBehaviour { #region "Fields" #region "Public Fields" public float repeatInterval = .5f; #endregion "Public Fields" #region "Init private fields" private VehicleLight lightType; private Transform parent; private Vehicle vehicle; #endregion "Init private fields" #region "Ordinary private fields" private bool _blinkerSwitch; private MeshRenderer blinkerRenderer; private float defaultIntensity; #endregion "Ordinary private fields" #endregion "Fields" public static VehicleBlinker Init(Transform blinker, VehicleLight light, Vehicle vh) { VehicleBlinker vehicleBlinker = blinker.gameObject.AddComponent(); vehicleBlinker.parent = blinker; vehicleBlinker.lightType = light; vehicleBlinker.vehicle = vh; return vehicleBlinker; } private bool IsLeftSide { get { return VehicleAPI.IsLeftLight(lightType); } } private bool ShouldBePowered { get { return (IsLeftSide && vehicle.blinkerMode == VehicleBlinkerMode.Left || !IsLeftSide && vehicle.blinkerMode == VehicleBlinkerMode.Right) || vehicle.blinkerMode == VehicleBlinkerMode.Emergency; } } private bool blinkerSwitch { get { return _blinkerSwitch; } set { _blinkerSwitch = value; ToggleBlinker(_blinkerSwitch); } } // Use this for initialization private void Start() { if (!VehicleAPI.IsValidIndividualLight(lightType)) throw new Exception("Light sides need to have a valid value, revise your code."); GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Capsule); //If you uncomment this wheels won't steer //Destroy(obj.GetComponent()); obj.name = string.Format("Blinker ({0})", lightType.ToString()); obj.transform.parent = parent; obj.transform.position = parent.position + Vector3.right * (IsLeftSide ? -1 : 1) * .2f; //obj.transform.localRotation = Quaternion.Euler(new Vector3(0, 30 * (IsLeftSide ? -1 : 1), 0)); obj.transform.localScale = Vector3.one * .2f; blinkerRenderer = obj.GetComponent(); blinkerRenderer.material = Resources.Load("Materials/Blinker"); defaultIntensity = blinkerRenderer.material.GetFloat("_MKGlowPower"); blinkerSwitch = false; InvokeRepeating("Cycle", 0, repeatInterval); } // Update is called once per frame private void Update() { // Must review if (vehicle.HasDriverSeat && !ShouldBePowered && blinkerSwitch) { //Debug.Log("Turning off blinkers!"); blinkerSwitch = false; } } private void Cycle() { if (!(vehicle.HasDriverSeat && ShouldBePowered)) return; blinkerSwitch = !blinkerSwitch; } private void ToggleBlinker(bool active) { blinkerRenderer.material.SetFloat("_MKGlowPower", active ? defaultIntensity : 0); } }