SanAndreasUnity/Assets/Scripts/Behaviours/Ped/States/BaseMovementState.cs
2022-01-02 23:22:19 +01:00

186 lines
4.3 KiB
C#

using UnityEngine;
using SanAndreasUnity.Utilities;
using SanAndreasUnity.Importing.Animation;
namespace SanAndreasUnity.Behaviours.Peds.States
{
/// <summary>
/// Base class for all movement states.
/// </summary>
public abstract class BaseMovementState : BaseScriptState
{
public abstract AnimId movementAnim { get; }
public abstract AnimId movementWeaponAnim { get; }
public virtual float TimeUntilStateCanBeSwitchedToOtherMovementState => PedManager.Instance.timeUntilMovementStateCanBeSwitchedToOtherMovementState;
public virtual float TimeUntilStateCanBeEnteredFromOtherMovementState => PedManager.Instance.timeUntilMovementStateCanBeEnteredFromOtherMovementState;
public override void UpdateState() {
base.UpdateState ();
if (!this.IsActiveState)
return;
if (m_isServer)
this.SwitchToMovementState ();
if (!this.IsActiveState)
return;
if (m_isServer)
this.SwitchToAimState ();
}
protected virtual void SwitchToMovementState()
{
System.Type type = BaseMovementState.GetMovementStateToSwitchToBasedOnInput(m_ped);
this.SwitchToMovementStateIfEnoughTimePassed(type);
}
public static bool EnoughTimePassedToSwitchBetweenMovementStates(
BaseMovementState currentState,
BaseMovementState targetState)
{
if (currentState.TimeSinceActivated < currentState.TimeUntilStateCanBeSwitchedToOtherMovementState)
return false;
if (targetState.TimeSinceDeactivated < targetState.TimeUntilStateCanBeEnteredFromOtherMovementState)
return false;
return true;
}
public bool SwitchToMovementStateIfEnoughTimePassed(System.Type type)
{
var state = (BaseMovementState)m_ped.GetStateOrLogError(type);
if (!EnoughTimePassedToSwitchBetweenMovementStates(this, state))
return false;
m_ped.SwitchState(type);
return true;
}
public static void SwitchToMovementStateBasedOnInput (Ped ped)
{
System.Type type = GetMovementStateToSwitchToBasedOnInput(ped);
ped.SwitchState(type);
}
public static System.Type GetMovementStateToSwitchToBasedOnInput(Ped ped)
{
if (ped.IsJumpOn && ped.GetStateOrLogError<JumpState>().CanJump())
{
return typeof(JumpState);
}
else if (ped.IsWalkOn)
{
return typeof(WalkState);
}
else if (ped.IsRunOn)
{
return typeof(RunState);
}
else if (ped.IsSprintOn)
{
if (ped.CurrentWeapon != null && !ped.CurrentWeapon.CanSprintWithIt)
return typeof(RunState);
else
return typeof(SprintState);
}
else if (ped.IsPanicButtonOn)
{
return typeof(PanicState);
}
else
{
return typeof(StandState);
}
}
protected virtual void SwitchToAimState()
{
if (m_ped.IsAimOn && m_ped.IsHoldingWeapon && EnoughTimePassedToSwitchToAimState(m_ped))
{
BaseAimMovementState.SwitchToAimMovementStateBasedOnInput (m_ped);
}
}
public static bool EnoughTimePassedToSwitchToAimState(Ped ped)
{
var aimStates = ped.CachedAimStates;
for (int i = 0; i < aimStates.Count; i++)
{
if (Time.time - aimStates[i].LastTimeWhenDeactivated < PedManager.Instance.minTimeToReturnToAimState)
return false;
}
return true;
}
protected override void UpdateAnims ()
{
if (m_ped.CurrentWeapon != null)
{
m_ped.PlayerModel.PlayAnim (this.movementWeaponAnim);
}
else
{
m_ped.PlayerModel.PlayAnim (this.movementAnim);
}
}
public override void OnSubmitPressed() {
// try to enter vehicle
if (m_isServer)
m_ped.TryEnterVehicleInRange ();
else
base.OnSubmitPressed();
}
public override void OnCrouchButtonPressed ()
{
if (m_isServer)
{
var crouchState = m_ped.GetState<CrouchState>();
if (BaseMovementState.EnoughTimePassedToSwitchBetweenMovementStates(this, crouchState))
m_ped.SwitchState(crouchState.GetType());
}
else
base.OnCrouchButtonPressed();
}
public override void OnFlyButtonPressed ()
{
if (m_isServer)
m_ped.GetStateOrLogError<FlyState> ().EnterState (false);
}
public override void OnFlyThroughButtonPressed ()
{
if (m_isServer)
m_ped.GetStateOrLogError<FlyState> ().EnterState (true);
}
public override void OnSurrenderButtonPressed()
{
if (m_isServer)
this.SwitchToMovementStateIfEnoughTimePassed(typeof(SurrenderState));
else
base.OnSurrenderButtonPressed();
}
}
}