mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2025-02-25 11:47:10 +00:00
178 lines
3.9 KiB
C#
178 lines
3.9 KiB
C#
using UnityEngine;
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using SanAndreasUnity.Utilities;
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using SanAndreasUnity.Importing.Animation;
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namespace SanAndreasUnity.Behaviours.Peds.States
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{
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/// <summary>
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/// Base class for all movement states.
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/// </summary>
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public abstract class BaseMovementState : BaseScriptState
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{
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public abstract AnimId movementAnim { get; }
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public abstract AnimId movementWeaponAnim { get; }
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public override void UpdateState() {
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base.UpdateState ();
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if (!this.IsActiveState)
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return;
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if (m_isServer)
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this.SwitchToMovementState ();
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if (!this.IsActiveState)
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return;
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if (m_isServer)
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this.SwitchToAimState ();
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}
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protected virtual void SwitchToMovementState()
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{
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BaseMovementState.SwitchToMovementStateBasedOnInput (m_ped);
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}
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public static void SwitchToMovementStateBasedOnInput (Ped ped)
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{
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if (ped.IsJumpOn && ped.GetStateOrLogError<JumpState>().CanJump())
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{
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ped.GetState<JumpState>().Jump();
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}
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else if (ped.IsWalkOn)
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{
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ped.SwitchState<WalkState> ();
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}
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else if (ped.IsRunOn)
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{
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ped.SwitchState<RunState> ();
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}
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else if (ped.IsSprintOn)
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{
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if (ped.CurrentWeapon != null && !ped.CurrentWeapon.CanSprintWithIt)
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ped.SwitchState<StandState> ();
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else
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ped.SwitchState<SprintState> ();
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}
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else
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{
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ped.SwitchState<StandState> ();
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}
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}
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protected virtual void SwitchToAimState()
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{
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if (m_ped.IsAimOn && m_ped.IsHoldingWeapon)
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{
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BaseAimMovementState.SwitchToAimMovementStateBasedOnInput (m_ped);
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}
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}
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protected override void UpdateAnims ()
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{
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if (m_ped.CurrentWeapon != null)
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{
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m_ped.PlayerModel.PlayAnim (this.movementWeaponAnim);
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}
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else
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{
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m_ped.PlayerModel.PlayAnim (this.movementAnim);
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}
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}
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public override void OnSubmitPressed() {
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// try to enter vehicle
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if (m_isServer)
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m_ped.TryEnterVehicleInRange ();
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else
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base.OnSubmitPressed();
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}
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public override void OnCrouchButtonPressed ()
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{
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if (m_isServer)
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m_ped.SwitchState<CrouchState>();
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else
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base.OnCrouchButtonPressed();
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}
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public override void OnFlyButtonPressed ()
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{
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if (m_isServer)
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m_ped.GetStateOrLogError<FlyState> ().EnterState (false);
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}
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public override void OnFlyThroughButtonPressed ()
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{
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if (m_isServer)
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m_ped.GetStateOrLogError<FlyState> ().EnterState (true);
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}
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public override void OnDrawHUD()
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{
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base.OnDrawHUD();
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if (!UIManager.Instance.UseTouchInput)
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return;
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// left side: movement buttons: arrows
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// right side: action buttons: crouch, enter, fly, toggle sprint, jump (repeat button), toggle aim
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this.DrawMovementTouchInput();
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}
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protected virtual void DrawMovementTouchInput()
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{
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// movement buttons
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// height - 1/3 screen height
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float height = Screen.height / 3f;
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float bottomMargin = 5f;
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float horizontalMargin = 5f;
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// we'll need 3 rows of buttons: up, left & right, down
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float buttonHeight = (height - bottomMargin) / 3;
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float buttonWidth = buttonHeight;
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CustomInput customInput = CustomInput.Instance;
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float movementVertical = 0f, movementHorizontal = 0f;
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float topY = Screen.height - bottomMargin - buttonHeight;
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if (GUI.Button(new Rect(horizontalMargin + buttonWidth, topY, buttonWidth, buttonHeight), "DOWN"))
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movementVertical -= 1f;
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topY -= buttonHeight;
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if (GUI.Button(new Rect(horizontalMargin, topY, buttonWidth, buttonHeight), "LEFT"))
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movementHorizontal -= 1f;
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if (GUI.Button(new Rect(horizontalMargin + buttonWidth * 2, topY, buttonWidth, buttonHeight), "RIGHT"))
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movementHorizontal += 1f;
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topY -= buttonHeight;
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if (GUI.Button(new Rect(horizontalMargin + buttonWidth, topY, buttonWidth, buttonHeight), "UP"))
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movementVertical += 1f;
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// set input for vertical and horizontal axis
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customInput.SetAxis("Vertical", movementVertical);
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customInput.SetAxis("Horizontal", movementHorizontal);
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}
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protected virtual void DrawActionsTouchInput()
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{
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}
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}
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}
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