mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-30 07:50:22 +00:00
32c0be1af2
* wip * much faster world creation * add StaticGeometryInspector * disable child/parent logic and fading * rename * (de)activate objects based on parent * set draw distance based on layers * ... * wip * wip * wip * remove unused param * prevent concurrent modification * ... * catch exceptions when notifying * ... * notify about area, not objects * limit public access to Area * ... * ... * allow public access * add public api * adapt code * pass callback to ctor * adapt focus points * fix * fix intersection check * support rectangles * adjust parameters in prefab * this should fix IsInsideOf() * ... * ... * fix getting area by index * create area if not exists * ... * ... * ... * wip for distance levels * remove constraint on generic parameter * add some validation * fix * fix draw distance per level * change time of day in which lights are visible * add todos * don't use id for UnRegisterFocusPoint() * use hash set for storing focus points * add 1 more level * mark area for update only if visibility changes * profile WorldSystem calls * add some profiling sections * limit time per frame for LoadingThread * switch custom concurrent queue * copy jobs to buffer * rename * change max draw distance setting * wait one more frame * try to remove 801 distance level to remove holes * attempt to hide interiors, but failed * delete no longer needed script * optimization * some error checking * add camera as focus point * dont add camera as focus point in headless mode * working on load priority * fix bug - load priority finished * ... * small optimizations * ... * ... * remove unneeded variable * add fading * dont do fading in headless mode * fadeRate available in inspector * change fade rate * take into account if geometry is loaded when checking if object should be visible, and if fading should be done * small optimization * cache IsInHeadlessMode * display Instance info in inspector * move interiors up in the sky * rename * adapt code to different y pos of interiors * refactor * fix finding matched enex for enexes that lead to the same interior level * display new world stats * rename * rename class * ... * ... * extract function * extract parameters into a struct * add focus point to dead body * add focus point to vehicle * add focus point to vehicle detached parts * remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map * dont use focus points on vehicle and vehicle detached parts, when not on server * add focus point for npc peds * add possibility to set timeout during which focus point keeps revealing after it's destroyed * adapt UnRegisterFocusPoint() to timeout * rename * adapt code * cleanup MapObject class * ... * converting to `lock()` * optimize method: use 1 lock instead of 3 * call OnObjectFinishedLoading() instead of AddToLoadedObjects() * ... * make sure it's main thread * AsyncLoader is no longer thread safe * convert static members to non-static in LoadingThread * fix * ... * store indexes for each area * impl GetAreaCenter() * calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ; * add support for changing draw distance at runtime * delay setting the new value by 0.2 s * have a separate default max draw distance for mobile platforms * adjust y axis world params so that number of visible areas is reduced * remove "camera far clip plane" setting * rename * document flags * rename * disable shadow casting and receiving for some objects * allow casting shadows for LODs with large draw distance * remove "WorldSystem" layer * revert layer
109 lines
2.9 KiB
C#
109 lines
2.9 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using SanAndreasUnity.Utilities;
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using SanAndreasUnity.Importing.Items;
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using SanAndreasUnity.Importing.Items.Definitions;
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using System.Linq;
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namespace SanAndreasUnity.Behaviours
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{
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public partial class Ped
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{
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public static IEnumerable<PedestrianDef> SpawnablePedDefs {
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get {
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return Item.GetDefinitions<PedestrianDef> ().Where (def => def.Id != 0 && def.ModelName != "WMYST"
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&& def.TextureDictionaryName != "generic");
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}
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}
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public static Ped SpawnPed (PedestrianDef def, Vector3 pos, Quaternion rot, bool spawnOnNetwork)
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{
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Net.NetStatus.ThrowIfNotOnServer();
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CheckPedPrefab ();
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var go = Instantiate (PedManager.Instance.pedPrefab, pos, rot);
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go.name = "Ped " + def.ModelName + " " + def.Id;
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var ped = go.GetComponentOrThrow<Ped> ();
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ped.PlayerModel.StartingPedId = def.Id;
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ped.EnterVehicleRadius = PedManager.Instance.AIVehicleEnterDistance;
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if (spawnOnNetwork)
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Net.NetManager.Spawn(go);
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return ped;
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}
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public static Ped SpawnPed (int pedId, Vector3 pos, Quaternion rot, bool spawnOnNetwork)
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{
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var def = Item.GetDefinition<PedestrianDef> (pedId);
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if (null == def)
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throw new System.ArgumentException ("Failed to spawn ped: definition not found by id: " + pedId);
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return SpawnPed (def, pos, rot, spawnOnNetwork);
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}
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public static Ped SpawnPed (int pedId, Transform nearbyTransform)
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{
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Vector3 pos;
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Quaternion rot;
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if (GetPositionForPedSpawn (out pos, out rot, nearbyTransform))
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return SpawnPed (pedId, pos, rot, true);
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return null;
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}
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public static PedStalker SpawnPedStalker (int pedId, Vector3 pos, Quaternion rot, Ped targetPed)
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{
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var ped = SpawnPed (pedId, pos, rot, true);
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var stalker = ped.gameObject.GetOrAddComponent<PedStalker> ();
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stalker.stoppingDistance = PedManager.Instance.AIStoppingDistance;
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stalker.TargetPed = targetPed;
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return stalker;
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}
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public static PedStalker SpawnPedStalker (int pedId, Transform nearbyTransform, Ped targetPed)
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{
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Vector3 pos;
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Quaternion rot;
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if (GetPositionForPedSpawn (out pos, out rot, nearbyTransform))
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return SpawnPedStalker (pedId, pos, rot, targetPed);
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return null;
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}
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public static bool GetPositionForPedSpawn (out Vector3 pos, out Quaternion rot, Transform nearbyTransform)
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{
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pos = Vector3.zero;
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rot = Quaternion.identity;
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if (nearbyTransform != null) {
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Vector3 offset = Random.onUnitSphere;
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offset.y = 0f;
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offset.Normalize ();
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offset *= Random.Range (5f, 15f);
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pos = nearbyTransform.TransformPoint (offset);
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rot = Random.rotation;
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return true;
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}
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return false;
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}
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private static void CheckPedPrefab ()
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{
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if(null == PedManager.Instance.pedPrefab)
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throw new System.Exception ("Ped prefab is null");
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}
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}
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}
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