SanAndreasUnity/Assets/Scripts/Behaviours/World/EntranceExitMapObject.cs
in0finite 32c0be1af2
new world loading system (#110)
* 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
2021-07-18 06:03:43 +02:00

175 lines
5.4 KiB
C#

using UnityEngine;
using SanAndreasUnity.Importing.Items.Placements;
using SanAndreasUnity.Utilities;
using System.Collections.Generic;
using System.Linq;
namespace SanAndreasUnity.Behaviours.World
{
public class EntranceExitMapObject : MapObject
{
static List<EntranceExitMapObject> _sAllActiveObjects = new List<EntranceExitMapObject>();
public static IReadOnlyList<EntranceExitMapObject> AllActiveObjects => _sAllActiveObjects;
Coroutine m_animateArrowCoroutine;
public float minArrowPos = -1f;
public float maxArrowPos = 1f;
public Transform arrowTransform;
public float arrowMoveSpeed = 0.3f;
public static EntranceExitMapObject Create(EntranceExit info)
{
var obj = Create<EntranceExitMapObject>(Cell.Instance.enexPrefab);
obj.Initialize(info);
return obj;
}
public EntranceExit Info { get; private set; }
void Initialize(EntranceExit info)
{
Info = info;
name = string.Format("ENEX ({0})", info.Name);
float height = 2f;
this.Initialize(
Cell.Instance.GetPositionBasedOnInteriorLevel(
info.EntrancePos + Vector3.up * height * 0.5f,
info.TargetInterior),
Quaternion.identity);
gameObject.SetActive(false);
gameObject.isStatic = true;
// collider
var collider = gameObject.GetComponent<BoxCollider>();
collider.size = new Vector3(info.Size.x, height, info.Size.y);
collider.isTrigger = true;
// need rigid body for detecting collisions
var rb = gameObject.GetComponent<Rigidbody>();
rb.mass = 0f;
rb.isKinematic = true;
this.SetDrawDistance(100f);
}
void OnEnable()
{
_sAllActiveObjects.Add(this);
m_animateArrowCoroutine = this.StartCoroutine(this.AnimateArrow());
}
void OnDisable()
{
_sAllActiveObjects.Remove(this);
if (m_animateArrowCoroutine != null)
this.StopCoroutine(m_animateArrowCoroutine);
m_animateArrowCoroutine = null;
}
void OnDrawGizmosSelected()
{
Utilities.F.HandlesDrawText(this.transform.position, this.name, Color.yellow);
}
protected override void OnLoad()
{
//Debug.LogFormat("OnLoad() - {0}", this.gameObject.name);
}
protected override void OnShow()
{
//Debug.LogFormat("OnShow() - {0}", this.gameObject.name);
this.gameObject.SetActive(true);
}
void OnTriggerEnter(Collider collider)
{
//Debug.LogFormat("OnTriggerEnter() - with {0}", collider.gameObject.name);
var ped = collider.gameObject.GetComponent<Ped>();
if (ped != null)
ped.OnStartCollidingWithEnex(this);
}
void OnTriggerExit(Collider collider)
{
//Debug.LogFormat("OnTriggerExit() - with {0}", collider.gameObject.name);
var ped = collider.gameObject.GetComponent<Ped>();
if (ped != null)
ped.OnStopCollidingWithEnex(this);
}
System.Collections.IEnumerator AnimateArrow()
{
// place arrow at center
float center = (this.minArrowPos + this.maxArrowPos) * 0.5f;
this.arrowTransform.localPosition = this.arrowTransform.localPosition.WithY(center);
yield return null;
// move arrow up/down
// set initial sign (direction of movement)
float sign = Mathf.Sign(Random.Range(-1f, 1f));
while (true)
{
float y = this.arrowTransform.localPosition.y;
y += sign * this.arrowMoveSpeed * Time.deltaTime;
if (y >= this.maxArrowPos || y <= this.minArrowPos)
{
// clamp
y = Mathf.Clamp(y, this.minArrowPos, this.maxArrowPos);
// flip direction
sign = - sign;
}
this.arrowTransform.localPosition = this.arrowTransform.localPosition.WithY(y);
yield return null;
}
}
public EntranceExit FindMatchingEnex()
{
EntranceExit firstMatchingWithDifferentInterior = null;
EntranceExit firstMatchingWithSameInterior = null;
foreach (var enex in Importing.Items.Item.Enexes)
{
if (firstMatchingWithDifferentInterior != null && firstMatchingWithSameInterior != null) // both are found
continue;
if (enex.Name != this.Info.Name)
continue;
if (enex == this.Info)
continue;
if (null == firstMatchingWithDifferentInterior && enex.TargetInterior != this.Info.TargetInterior)
firstMatchingWithDifferentInterior = enex;
if (null == firstMatchingWithSameInterior && enex.TargetInterior == this.Info.TargetInterior)
firstMatchingWithSameInterior = enex;
}
return firstMatchingWithDifferentInterior ?? firstMatchingWithSameInterior;
}
}
}