mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
217 lines
7.4 KiB
C#
217 lines
7.4 KiB
C#
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using Mirror;
|
|
using System.Linq;
|
|
using SanAndreasUnity.Utilities;
|
|
using SanAndreasUnity.Net;
|
|
|
|
namespace SanAndreasUnity.Behaviours
|
|
{
|
|
public partial class Ped
|
|
{
|
|
public NetworkTransform NetTransform { get; private set; }
|
|
|
|
[Range(1f / 60f, 0.5f)] [SerializeField] float m_inputSendInterval = 1f / 30f;
|
|
float m_timeSinceSentInput = 0f;
|
|
|
|
[SyncVar] GameObject m_net_playerOwnerGameObject;
|
|
internal GameObject NetPlayerOwnerGameObject { set { m_net_playerOwnerGameObject = value; } }
|
|
|
|
[SyncVar(hook=nameof(Net_OnIdChanged))] int m_net_pedId = 0;
|
|
|
|
struct StateSyncData
|
|
{
|
|
public string state;
|
|
public string additionalData;
|
|
}
|
|
//[SyncVar(hook=nameof(Net_OnStateChanged))] StateSyncData m_net_stateData;
|
|
[SyncVar] string m_net_additionalStateData = "";
|
|
[SyncVar(hook=nameof(Net_OnStateChanged))] string m_net_state = "";
|
|
//[SyncVar] Weapon m_net_weapon = null;
|
|
|
|
public static int NumStateChangesReceived { get; private set; }
|
|
|
|
//[SyncVar(hook=nameof(Net_OnWeaponChanged))] GameObject m_net_weaponGameObject;
|
|
[SyncVar(hook=nameof(Net_OnWeaponChanged))] int m_net_currentWeaponSlot;
|
|
|
|
|
|
|
|
void Awake_Net()
|
|
{
|
|
this.NetTransform = this.GetComponentOrThrow<NetworkTransform>();
|
|
}
|
|
|
|
public override void OnStartClient()
|
|
{
|
|
base.OnStartClient();
|
|
|
|
if (this.isServer)
|
|
return;
|
|
|
|
// owner player sync var should point to created game object, because player's game object is always created before
|
|
// ped's game object
|
|
// assign var in Player script
|
|
if (m_net_playerOwnerGameObject != null)
|
|
m_net_playerOwnerGameObject.GetComponent<Player>().OwnedPed = this;
|
|
|
|
this.TryToLoadNewModel(m_net_pedId);
|
|
|
|
// switch weapon
|
|
F.RunExceptionSafe( () => this.WeaponHolder.SwitchWeapon(m_net_currentWeaponSlot) );
|
|
|
|
this.ChangeStateBasedOnSyncData(new StateSyncData(){state = m_net_state, additionalData = m_net_additionalStateData});
|
|
}
|
|
|
|
void Start_Net()
|
|
{
|
|
this.ApplySyncRate(PedManager.Instance.pedSyncRate);
|
|
}
|
|
|
|
public void ApplySyncRate(float newSyncRate)
|
|
{
|
|
float newSyncInterval = 1.0f / newSyncRate;
|
|
|
|
foreach (var comp in this.GetComponents<NetworkBehaviour>())
|
|
comp.syncInterval = newSyncInterval;
|
|
|
|
// also change it for NetworkTransform, because it can be disabled
|
|
if (this.NetTransform != null)
|
|
this.NetTransform.syncInterval = newSyncInterval;
|
|
}
|
|
|
|
void Update_Net()
|
|
{
|
|
|
|
// update syncvars
|
|
if (NetStatus.IsServer)
|
|
{
|
|
if (this.PedDef != null && this.PedDef.Id != m_net_pedId)
|
|
m_net_pedId = this.PedDef.Id;
|
|
|
|
string newStateName = this.CurrentState != null ? this.CurrentState.GetType().Name : "";
|
|
if (newStateName != m_net_state)
|
|
{
|
|
// state changed
|
|
|
|
//Debug.LogFormat("Updating state syncvar - ped {0}, new state {1}, old state {2}", this.netId, newStateName, m_net_state);
|
|
|
|
//m_net_stateData = new StateSyncData();
|
|
|
|
// obtain additional data from state
|
|
byte[] data = this.CurrentState != null ? this.CurrentState.GetAdditionalNetworkData() : null;
|
|
// assign additional data
|
|
m_net_additionalStateData = data != null ? System.Text.Encoding.UTF8.GetString(data) : "";
|
|
// assign new state
|
|
m_net_state = newStateName;
|
|
}
|
|
|
|
if (this.WeaponHolder.CurrentWeaponSlot != m_net_currentWeaponSlot)
|
|
{
|
|
m_net_currentWeaponSlot = this.WeaponHolder.CurrentWeaponSlot;
|
|
}
|
|
|
|
}
|
|
|
|
// send input to server
|
|
if (!NetStatus.IsServer && this.IsControlledByLocalPlayer && PedSync.Local != null)
|
|
{
|
|
m_timeSinceSentInput += Time.unscaledDeltaTime;
|
|
if (m_timeSinceSentInput >= m_inputSendInterval)
|
|
{
|
|
m_timeSinceSentInput = 0f;
|
|
PedSync.Local.SendInput();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void FixedUpdate_Net()
|
|
{
|
|
|
|
}
|
|
|
|
void TryToLoadNewModel(int newId)
|
|
{
|
|
|
|
if (this.PedDef != null && this.PedDef.Id == newId) // same id
|
|
return;
|
|
|
|
if (newId > 0)
|
|
F.RunExceptionSafe( () => this.PlayerModel.Load(newId) );
|
|
|
|
}
|
|
|
|
void Net_OnIdChanged(int newId)
|
|
{
|
|
Debug.LogFormat("ped (net id {0}) changed model id to {1}", this.netId, newId);
|
|
|
|
if (this.isServer)
|
|
return;
|
|
|
|
this.TryToLoadNewModel(newId);
|
|
}
|
|
|
|
void Net_OnStateChanged(string newStateName)
|
|
{
|
|
if (this.isServer)
|
|
return;
|
|
|
|
StateSyncData newStateData = new StateSyncData(){state = newStateName, additionalData = m_net_additionalStateData};
|
|
|
|
//Debug.LogFormat("Net_OnStateChanged(): ped {0} changed state to {1}", this.netId, newStateData.state);
|
|
|
|
NumStateChangesReceived ++;
|
|
|
|
this.ChangeStateBasedOnSyncData(newStateData);
|
|
|
|
}
|
|
|
|
void ChangeStateBasedOnSyncData(StateSyncData newStateData)
|
|
{
|
|
|
|
if (string.IsNullOrEmpty(newStateData.state))
|
|
{
|
|
// don't do anything, this only happens when creating the ped
|
|
return;
|
|
}
|
|
|
|
// forcefully change the state
|
|
|
|
F.RunExceptionSafe( () => {
|
|
var newState = this.States.FirstOrDefault(state => state.GetType().Name == newStateData.state);
|
|
if (null == newState)
|
|
{
|
|
Debug.LogErrorFormat("New ped state '{0}' could not be found", newStateData.state);
|
|
}
|
|
else
|
|
{
|
|
//Debug.LogFormat("Switching state based on sync data - ped: {0}, state: {1}", this.netId, newState.GetType().Name);
|
|
byte[] data = string.IsNullOrEmpty(newStateData.additionalData) ? null : System.Text.Encoding.UTF8.GetBytes(newStateData.additionalData);
|
|
newState.OnSwitchedStateByServer(data);
|
|
}
|
|
});
|
|
|
|
}
|
|
|
|
void Net_OnWeaponChanged(int newSlot)
|
|
{
|
|
|
|
if (NetStatus.IsServer)
|
|
return;
|
|
|
|
F.RunExceptionSafe( () => {
|
|
|
|
Debug.LogFormat("weapon slot changed for ped {0} to {1}", this.DescriptionForLogging, newSlot);
|
|
|
|
if (this.CurrentState != null)
|
|
{
|
|
//this.CurrentState.OnChangedWeaponByServer(newWeaponGameObject != null ? newWeaponGameObject.GetComponent<Weapon>() : null);
|
|
this.CurrentState.OnChangedWeaponByServer(newSlot);
|
|
}
|
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|
|
}
|