mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-24 13:03:02 +00:00
259 lines
4.8 KiB
C#
259 lines
4.8 KiB
C#
using UnityEngine;
|
|
using SanAndreasUnity.Utilities;
|
|
|
|
namespace SanAndreasUnity.Behaviours.Peds.States
|
|
{
|
|
|
|
/// <summary>
|
|
/// Base class for all states that are scripts.
|
|
/// </summary>
|
|
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 virtual void Awake ()
|
|
{
|
|
m_ped = this.GetComponentInParent<Ped> ();
|
|
}
|
|
|
|
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<T> () where T : IState
|
|
{
|
|
return this.RepresentsState (typeof(T));
|
|
}
|
|
|
|
public virtual void UpdateState() {
|
|
|
|
// read input
|
|
|
|
// call appropriate function for every input action
|
|
|
|
|
|
this.ConstrainPosition();
|
|
this.ConstrainRotation();
|
|
|
|
}
|
|
|
|
public virtual void PostUpdateState()
|
|
{
|
|
if (m_ped.Camera)
|
|
this.UpdateCamera ();
|
|
}
|
|
|
|
public virtual void LateUpdateState()
|
|
{
|
|
|
|
if (m_ped.shouldPlayAnims)
|
|
this.UpdateAnims ();
|
|
|
|
}
|
|
|
|
public virtual void FixedUpdateState()
|
|
{
|
|
|
|
this.UpdateHeading();
|
|
this.UpdateRotation();
|
|
this.UpdateMovement();
|
|
|
|
}
|
|
|
|
protected virtual void ConstrainPosition()
|
|
{
|
|
m_ped.ConstrainPosition();
|
|
}
|
|
|
|
protected virtual void ConstrainRotation ()
|
|
{
|
|
m_ped.ConstrainRotation();
|
|
}
|
|
|
|
protected virtual void UpdateHeading()
|
|
{
|
|
m_ped.UpdateHeading ();
|
|
}
|
|
|
|
protected virtual void UpdateRotation()
|
|
{
|
|
m_ped.UpdateRotation ();
|
|
}
|
|
|
|
protected virtual void UpdateMovement()
|
|
{
|
|
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, 2.0f, 32.0f);
|
|
}
|
|
|
|
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;
|
|
|
|
if (Physics.SphereCast(castRay, 0.25f, out hitInfo, distance,
|
|
-1 ^ (1 << MapObject.BreakableLayer) ^ (1 << Vehicles.Vehicle.Layer)))
|
|
{
|
|
distance = hitInfo.distance;
|
|
}
|
|
|
|
cam.transform.position = castRay.GetPoint(distance);
|
|
|
|
}
|
|
|
|
protected virtual void UpdateAnims()
|
|
{
|
|
|
|
}
|
|
|
|
|
|
public virtual void OnFireButtonPressed()
|
|
{
|
|
|
|
}
|
|
|
|
public virtual void OnAimButtonPressed()
|
|
{
|
|
|
|
}
|
|
|
|
public virtual void OnSubmitPressed()
|
|
{
|
|
|
|
}
|
|
|
|
public virtual void OnJumpPressed()
|
|
{
|
|
|
|
}
|
|
|
|
public virtual void OnCrouchButtonPressed()
|
|
{
|
|
|
|
}
|
|
|
|
public virtual void OnNextWeaponButtonPressed()
|
|
{
|
|
m_ped.WeaponHolder.SwitchWeapon (true);
|
|
}
|
|
|
|
public virtual void OnPreviousWeaponButtonPressed()
|
|
{
|
|
m_ped.WeaponHolder.SwitchWeapon (false);
|
|
}
|
|
|
|
public virtual void OnFlyButtonPressed()
|
|
{
|
|
|
|
}
|
|
|
|
public virtual void OnFlyThroughButtonPressed()
|
|
{
|
|
|
|
}
|
|
|
|
public virtual void OnDamaged(DamageInfo info)
|
|
{
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|