mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-30 15:59:09 +00:00
123 lines
No EOL
3.2 KiB
C#
123 lines
No EOL
3.2 KiB
C#
using SanAndreasUnity.Behaviours.Vehicles;
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using System;
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using UnityEngine;
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public class VehicleBlinker : MonoBehaviour
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{
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#region "Fields"
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#region "Public Fields"
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public float repeatInterval = .5f;
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#endregion "Public Fields"
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#region "Init private fields"
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private VehicleLight lightType;
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private Transform parent;
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private Vehicle vehicle;
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#endregion "Init private fields"
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#region "Ordinary private fields"
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private bool _blinkerSwitch;
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private MeshRenderer blinkerRenderer;
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private float defaultIntensity;
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#endregion "Ordinary private fields"
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#endregion "Fields"
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public static VehicleBlinker Init(Transform blinker, VehicleLight light, Vehicle vh)
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{
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VehicleBlinker vehicleBlinker = blinker.gameObject.AddComponent<VehicleBlinker>();
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vehicleBlinker.parent = blinker;
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vehicleBlinker.lightType = light;
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vehicleBlinker.vehicle = vh;
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return vehicleBlinker;
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}
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private bool IsLeftSide
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{
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get
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{
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return VehicleAPI.IsLeftLight(lightType);
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}
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}
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private bool ShouldBePowered
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{
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get
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{
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return (IsLeftSide && vehicle.blinkerMode == VehicleBlinkerMode.Left || !IsLeftSide && vehicle.blinkerMode == VehicleBlinkerMode.Right) || vehicle.blinkerMode == VehicleBlinkerMode.Emergency;
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}
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}
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private bool blinkerSwitch
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{
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get
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{
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return _blinkerSwitch;
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}
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set
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{
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_blinkerSwitch = value;
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ToggleBlinker(_blinkerSwitch);
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}
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}
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// Use this for initialization
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private void Start()
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{
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if (!VehicleAPI.IsValidIndividualLight(lightType)) throw new Exception("Light sides need to have a valid value, revise your code.");
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GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Capsule);
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//If you uncomment this wheels won't steer
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//Destroy(obj.GetComponent<CapsuleCollider>());
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obj.name = string.Format("Blinker ({0})", lightType.ToString());
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obj.transform.parent = parent;
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obj.transform.position = parent.position + Vector3.right * (IsLeftSide ? -1 : 1) * .2f;
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//obj.transform.localRotation = Quaternion.Euler(new Vector3(0, 30 * (IsLeftSide ? -1 : 1), 0));
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obj.transform.localScale = Vector3.one * .2f;
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blinkerRenderer = obj.GetComponent<MeshRenderer>();
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blinkerRenderer.material = Resources.Load<Material>("Materials/Blinker");
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defaultIntensity = blinkerRenderer.material.GetFloat("_MKGlowPower");
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blinkerSwitch = false;
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InvokeRepeating("Cycle", 0, repeatInterval);
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}
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// Update is called once per frame
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private void Update()
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{
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// Must review
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if (vehicle.HasDriverSeat && !ShouldBePowered && blinkerSwitch)
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{
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//Debug.Log("Turning off blinkers!");
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blinkerSwitch = false;
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}
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}
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private void Cycle()
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{
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if (!(vehicle.HasDriverSeat && ShouldBePowered))
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return;
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blinkerSwitch = !blinkerSwitch;
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}
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private void ToggleBlinker(bool active)
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{
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blinkerRenderer.material.SetFloat("_MKGlowPower", active ? defaultIntensity : 0);
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}
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} |