SanAndreasUnity/Assets/Scripts/Behaviours/Weapon.cs
2020-05-31 19:09:38 +02:00

678 lines
17 KiB
C#

using SanAndreasUnity.Importing.Conversion;
using SanAndreasUnity.Importing.Items;
using SanAndreasUnity.Importing.Items.Definitions;
using SanAndreasUnity.Importing.Weapons;
using SanAndreasUnity.Utilities;
using SanAndreasUnity.Behaviours.Weapons;
using UnityEngine;
using System.Linq;
using System.Collections.Generic;
using SanAndreasUnity.Importing.Animation;
using System.Reflection;
namespace SanAndreasUnity.Behaviours
{
public static class WeaponSlot
{
public static readonly int Hand = 0,
Melee = 1,
Pistol = 2,
Shotgun = 3,
Submachine = 4, // uzi, mp5, tec9
Machine = 5, // ak47, m4
Rifle = 6,
Heavy = 7, // rocket launcher, flame thrower, minigun
SatchelCharge = 8,
Misc = 9, // spraycan, extinguisher, camera
Misc2 = 10, // dildo, vibe, flowers, cane
Special = 11, // parachute, goggles
Detonator = 12,
Count = 13;
}
public static class WeaponId
{
public static readonly int Pistol = 346;
public static readonly int PistolSilenced = 347;
public static readonly int DesertEagle = 348;
public static readonly int Shotgun = 349;
public static readonly int SawnOff = 350;
public static readonly int SPAS12 = 351;
public static readonly int MicroUzi = 352;
public static readonly int Tec9 = 372;
public static readonly int MP5 = 353;
public static readonly int AK47 = 355;
public static readonly int M4 = 356;
public static readonly int CountryRifle = 357;
public static readonly int SniperRifle = 358;
public static readonly int RocketLauncher = 359;
public static readonly int RocketLauncherHS = 360;
public static readonly int FlameThrower = 361;
public static readonly int MiniGun = 362;
}
// public class WeaponData
// {
// public string type = "";
// public string fireType = "";
// public float targetRange = 0;
// public float weaponRange = 0;
// public int modelId = -1;
// public int slot = -1;
// public AnimGroup animGroup = AnimGroup.None;
// public int clipCapacity = 0;
// public int damage = 0;
// }
public class Weapon : MonoBehaviour
{
private WeaponDef definition = null;
public WeaponDef Definition { get { return this.definition; } }
private WeaponData data = null;
public WeaponData Data { get { return this.data; } }
private WeaponData.GunAimingOffset gunAimingOffset;
public WeaponData.GunAimingOffset GunAimingOffset { get { return this.gunAimingOffset; } }
public int SlotIndex { get { return this.Data.weaponslot; } }
public bool IsGun { get { return this.data.gunData != null; } }
public int AmmoClipSize { get { return this.data.gunData != null ? this.data.gunData.ammoClip : 0 ; } }
public int AmmoInClip { get; set; }
public int AmmoOutsideOfClip { get; set; }
public int TotalAmmo { get { return this.AmmoInClip + this.AmmoOutsideOfClip; } }
public Texture2D HudTexture { get; private set; }
protected Ped m_ped { get; private set; }
public Ped PedOwner { get { return m_ped; } internal set { m_ped = value; } }
private static List<System.Type> s_weaponTypes = new List<System.Type> ();
protected WeaponsManager WeaponsSettings { get { return WeaponsManager.Instance; } }
private static GameObject s_weaponsContainer = null;
public static Texture2D CrosshairTexture { get; set; }
public static Texture2D FistTexture { get; set; }
public AnimationState AimAnimState { get; set; }
private float m_aimAnimTimeForAimWithArmWeapon = 0f;
//public bool IsInsideFireAnim { get { return this.AimAnimState != null && this.AimAnimState.enabled && this.AimAnimState.time > this.AimAnimMaxTime; } }
public Transform GunFlash { get; private set; }
// weapon sounds are located in SFX -> GENRL -> BANK 137
// these indexes represent indexes of sounds in that bank
public static Dictionary<int, int> weaponSoundIndexes = new Dictionary<int, int>() {
{WeaponId.Pistol, 6}, // not correct
{WeaponId.PistolSilenced, 24},
{WeaponId.DesertEagle, 6},
{WeaponId.Shotgun, 21},
{WeaponId.SawnOff, 21},
{WeaponId.SPAS12, 22},
{WeaponId.Tec9, 1},
{WeaponId.MicroUzi, 0},
{WeaponId.MP5, 18},
{WeaponId.AK47, 4},
{WeaponId.M4, 3},
{WeaponId.CountryRifle, 26},
{WeaponId.SniperRifle, 26},
{WeaponId.MiniGun, 11},
// {WeaponId.RocketLauncher, 68},
// {WeaponId.RocketLauncherHS, 68},
};
// used to play weapon sound
AudioSource m_audioSource;
/*
#region SyncVars
[SyncVar] int m_net_id = 0;
[SyncVar] int m_net_ammoInClip = 0;
[SyncVar] int m_net_ammoOutsideOfClip = 0;
#endregion
*/
static Weapon ()
{
// obtain all weapon types
var myType = typeof (Weapon);
foreach (Assembly a in System.AppDomain.CurrentDomain.GetAssemblies())
{
s_weaponTypes.AddRange (a.GetTypes ().Where (t => t.IsSubclassOf (myType)));
}
}
public static Weapon Load (int modelId)
{
WeaponDef def = Item.GetDefinition<WeaponDef> (modelId);
if (null == def)
return null;
WeaponData weaponData = WeaponData.LoadedWeaponsData.FirstOrDefault (wd => wd.modelId1 == def.Id);
if (null == weaponData)
return null;
var geoms = Geometry.Load (def.ModelName, def.TextureDictionaryName);
if (null == geoms)
return null;
if (null == s_weaponsContainer) {
s_weaponsContainer = new GameObject ("Weapons");
// weaponsContainer.SetActive (false);
}
GameObject go = new GameObject (def.ModelName);
go.transform.SetParent (s_weaponsContainer.transform);
geoms.AttachFrames (go.transform, MaterialFlags.Default);
Weapon weapon = AddWeaponComponent (go, weaponData);
weapon.definition = def;
weapon.data = weaponData;
// cache gun aiming offset
if (weapon.data.gunData != null)
weapon.gunAimingOffset = weapon.data.gunData.aimingOffset;
// load hud texture
try {
weapon.HudTexture = TextureDictionary.Load( def.TextureDictionaryName ).GetDiffuse( def.TextureDictionaryName + "icon" ).Texture;
} catch {
Debug.LogErrorFormat ("Failed to load hud icon for weapon: model {0}, txd {1}", def.ModelName, def.TextureDictionaryName);
}
// weapon sound
F.RunExceptionSafe (() => {
if (weaponSoundIndexes.ContainsKey (modelId))
{
var audioSource = go.GetOrAddComponent<AudioSource> ();
audioSource.playOnAwake = false;
// Debug.LogFormat("loading weapon sound, bank index {0}", weaponSoundIndexes [modelId] );
var audioClip = Audio.AudioManager.CreateAudioClipFromSfx ("GENRL", 136, 0,
Audio.AudioManager.SfxGENRL137Timings[ weaponSoundIndexes [modelId] ] );
audioSource.clip = audioClip;
weapon.m_audioSource = audioSource;
}
});
weapon.InitWeapon();
return weapon;
}
private static Weapon AddWeaponComponent (GameObject go, WeaponData data)
{
// find type which inherits Weapon class, and whose name matches the one in data
string typeName = data.weaponType.Replace ("_", "");
var type = s_weaponTypes.Where (t => 0 == string.Compare (t.Name, typeName, true)).FirstOrDefault ();
if (type != null) {
return (Weapon)go.AddComponent (type);
} else {
return go.AddComponent<Weapon> ();
}
}
public bool HasFlag( GunFlag gunFlag ) {
if (this.data != null && this.data.gunData != null)
return this.data.gunData.HasFlag (gunFlag);
return false;
}
public static string ExtractAnimGroupName(string assocGroupId)
{
if( assocGroupId.EndsWith( "bad" ) )
return assocGroupId.Substring( 0, assocGroupId.Length - 3 );
if( assocGroupId.EndsWith( "pro" ) )
return assocGroupId.Substring( 0, assocGroupId.Length - 3 );
return assocGroupId;
}
protected virtual void Awake ()
{
this.GunFlash = this.transform.FindChildRecursive("gunflash");
}
/// <summary>
/// Called after creating a weapon and assigning it's parameters, such are WeaponData and HUD texture.
/// Use this method to assign aim animations and timings, or initialize anything else related to weapon.
/// </summary>
protected virtual void InitWeapon()
{
// set default weapon anims and other params
string animGroup = ExtractAnimGroupName( this.Data.gunData.AssocGroupId );
this.CanCrouchAim = this.HasFlag( GunFlag.CROUCHFIRE );
if( this.HasFlag( GunFlag.CROUCHFIRE ) )
this.CrouchAimAnim = new AnimId( animGroup, animGroup + "_crouchfire" );
else
this.CrouchAimAnim = new AnimId( "RIFLE", "RIFLE_crouchfire" );
this.CrouchAimAnimMaxTime = WeaponsManager.ConvertAnimTime (this.Data.gunData.animLoop2Start);
this.CrouchAimAnimFireMaxTime = WeaponsManager.ConvertAnimTime (this.Data.gunData.animLoop2End);
this.CrouchSpineRotationOffset = WeaponsSettings.crouchSpineRotationOffset;
}
protected virtual void Start ()
{
}
protected virtual void Update ()
{
if (WeaponsSettings.drawLineFromGun)
{
Vector3 start, end;
this.GetLineFromGun (out start, out end);
GLDebug.DrawLine (start, end, Color.red, 0, true);
}
}
public virtual bool CanSprintWithIt {
get {
if (this.HasFlag (GunFlag.AIMWITHARM))
return true;
if (this.SlotIndex == WeaponSlot.Heavy || this.SlotIndex == WeaponSlot.Machine || this.SlotIndex == WeaponSlot.Rifle
|| this.SlotIndex == WeaponSlot.Shotgun)
return false;
return true;
}
}
public bool IsHeavy { get { return this.HasFlag (GunFlag.HEAVY); } }
public bool CanCrouchAim { get; set; }
public virtual bool CanTurnInDirectionOtherThanAiming {
get {
if (this.HasFlag (GunFlag.AIMWITHARM))
return true;
return false;
}
}
public virtual AnimId IdleAnim {
get {
if (this.HasFlag (GunFlag.AIMWITHARM)) {
return new AnimId (AnimGroup.WalkCycle, AnimIndex.Idle);
} else {
return new AnimId (AnimGroup.MyWalkCycle, AnimIndex.IdleArmed);
}
}
}
public virtual AnimId WalkAnim {
get {
if (this.HasFlag (GunFlag.AIMWITHARM)) {
return new AnimId (AnimGroup.WalkCycle, AnimIndex.Walk);
} else {
return new AnimId (AnimGroup.Gun, AnimIndex.WALK_armed);
}
}
}
public virtual AnimId RunAnim {
get {
if (this.HasFlag (GunFlag.AIMWITHARM)) {
return new AnimId (AnimGroup.WalkCycle, AnimIndex.Run);
} else {
return new AnimId (AnimGroup.Gun, AnimIndex.run_armed);
}
}
}
public virtual AnimId GetAnimBasedOnMovement (bool canSprint)
{
Ped ped = m_ped;
if (ped.IsRunOn) {
return this.RunAnim;
} else if (ped.IsWalkOn) {
return this.WalkAnim;
} else if (ped.IsSprintOn) {
if (canSprint) {
return new AnimId (AnimGroup.MyWalkCycle, AnimIndex.sprint_civi);
} else {
return this.IdleAnim;
}
} else {
// player is standing
return this.IdleAnim;
}
}
public virtual AnimId AimAnim {
get {
return new AnimId (AnimGroup.Rifle, AnimIndex.RIFLE_fire);
}
}
public virtual AnimId AimAnimLowerPart
{
get
{
return new AnimId(AnimGroup.MyWalkCycle, AnimIndex.GUN_STAND);
}
}
public AnimId CrouchAimAnim { get; set; }
public virtual float AimAnimMaxTime {
get {
return Weapons.WeaponsManager.ConvertAnimTime (this.data.gunData.animLoopStart);
}
}
public virtual float AimAnimFireMaxTime {
get {
return Weapons.WeaponsManager.ConvertAnimTime (this.data.gunData.animLoopEnd);
}
}
public float CrouchAimAnimMaxTime { get; set; }
public float CrouchAimAnimFireMaxTime { get; set; }
public virtual float GunFlashDuration {
get {
return Weapons.WeaponsManager.Instance.GunFlashDuration;
}
}
public Vector3 CrouchSpineRotationOffset { get; set; }
public bool IsAimingBack () {
if (null == m_ped)
return false;
if (!this.HasFlag (GunFlag.AIMWITHARM))
return false;
if (!m_ped.IsAiming)
return false;
Vector3 aimDirLocal = m_ped.transform.InverseTransformDirection (m_ped.AimDirection);
float oppositeSideAngle = Vector3.Angle( Vector3.forward, aimDirLocal.WithXAndZ () );
return oppositeSideAngle > WeaponsSettings.AIMWITHARM_maxAimAngle;
}
// TODO: this function should be removed, and new one should be created: OnAnimsUpdated
public virtual void UpdateAnimWhileHolding ()
{
Ped ped = m_ped;
ped.PlayerModel.PlayAnim (this.GetAnimBasedOnMovement (this.CanSprintWithIt));
}
public virtual void EnableOrDisableGunFlash ()
{
Ped ped = m_ped;
// enable/disable gun flash
if (this.GunFlash != null) {
bool shouldBeVisible = false;
// if (this.HasFlag (GunFlag.AIMWITHARM)) {
// shouldBeVisible = m_aimAnimTimeForAimWithArmWeapon.BetweenExclusive (this.AimAnimMaxTime, this.AimAnimMaxTime + this.GunFlashDuration);
// }
// else
{
if (AimAnimState != null && AimAnimState.enabled) {
// aim anim is being played
if (AimAnimState.time.BetweenExclusive (this.AimAnimMaxTime, this.AimAnimMaxTime + this.GunFlashDuration)) {
// muzzle flash should be visible
shouldBeVisible = true;
}
}
}
shouldBeVisible &= ped.IsFiring;
this.GunFlash.gameObject.SetActive (shouldBeVisible);
}
}
public virtual void UpdateGunFlashRotation ()
{
if (null == this.GunFlash)
return;
if (!this.GunFlash.gameObject.activeInHierarchy)
return;
float randomFactor = Random.Range (0.75f, 1.25f);
float delta = WeaponsManager.Instance.GunFlashRotationSpeed * Time.deltaTime * randomFactor;
this.GunFlash.rotation *= Quaternion.AngleAxis (delta, Vector3.right);
}
#region Firing
public float MaxRange { get { return this.Data.weaponRange; } }
public float Damage { get { return this.Data.gunData.damage; } }
public virtual void PlayFireSound ()
{
if (m_audioSource && m_audioSource.clip)
{
if(!m_audioSource.isPlaying)
{
// int bankIndex = weaponSoundIndexes [this.Definition.Id];
// Audio.AudioManager.SfxGENRL137Timings [bankIndex];
// int startTimeMs = 0;
// int endTimeMs = 0;
//
// float startTime = startTimeMs / 1000f;
// float endTime = endTimeMs / 1000f;
// Debug.LogFormat("playing weapon sound, start time {0}, end time {1}, bank index {2}", startTime, endTime, bankIndex);
// m_audioSource.Stop();
// m_audioSource.time = startTime;
// m_audioSource.Play();
// m_audioSource.SetScheduledEndTime( AudioSettings.dspTime + (endTime - startTime) );
// Debug.LogFormat("playing weapon sound");
m_audioSource.Stop();
m_audioSource.time = 0f;
m_audioSource.Play();
}
}
}
public virtual void FireProjectile ()
{
// obtain fire position and direction
Vector3 firePos = this.GetFirePos ();
Vector3 fireDir = this.GetFireDir ();
// raycast against all (non-breakable ?) objects
RaycastHit hit;
if (this.ProjectileRaycast (firePos, fireDir, out hit))
{
// if target object has damageable script, inflict damage to it
var damageable = hit.transform.GetComponent<Damageable> ();
if (damageable)
{
// ray hit something that can be damaged
// damage it
damageable.Damage( new DamageInfo() { amount = this.Damage } );
}
}
}
public bool ProjectileRaycast (Vector3 source, Vector3 dir, out RaycastHit hit)
{
return Physics.Raycast (source, dir, out hit, this.MaxRange, WeaponsManager.Instance.projectileRaycastMask);
}
public void GetLineFromGun (out Vector3 start, out Vector3 end)
{
float distance = this.MaxRange;
Vector3 firePos = this.GetFirePos ();
Vector3 fireDir = this.GetFireDir ();
RaycastHit hit;
if (this.ProjectileRaycast (firePos, fireDir, out hit))
{
distance = hit.distance;
}
start = firePos;
end = firePos + fireDir * distance;
}
public virtual Vector3 GetFirePos ()
{
Vector3 firePos;
if (this.GunFlash != null)
firePos = this.GunFlash.transform.position;
else
firePos = this.transform.TransformPoint (this.Data.gunData.fireOffset);
return firePos;
}
public virtual Vector3 GetFireDir ()
{
if (m_ped)
{
if (this.IsAimingBack ())
return m_ped.transform.up;
if (m_ped.IsControlledByLocalPlayer && m_ped.Camera != null)
{
// find ray going into the world
Ray ray = m_ped.Camera.GetRayFromCenter ();
// raycast
RaycastHit hit;
if (this.ProjectileRaycast (ray.origin, ray.direction, out hit))
{
return (hit.point - this.GetFirePos ()).normalized;
}
// if any object is hit, direction will be from fire position to hit point
// if not, direction will be same as aim direction
}
return m_ped.WeaponHolder.AimDirection;
}
else if (this.GunFlash)
return this.GunFlash.transform.right;
else
return this.transform.right;
}
#endregion
public virtual void OnDrawGizmosSelected ()
{
// draw rays from gun
Vector3 firePos = this.GetFirePos ();
// ray based on transform
Gizmos.color = Color.yellow;
GizmosDrawCastedRay (firePos, this.transform.right);
// ray based on gun flash transform
if (this.GunFlash != null)
{
Gizmos.color = F.OrangeColor;
GizmosDrawCastedRay (firePos, this.GunFlash.transform.right);
}
// ray based on aiming direction
if (m_ped != null)
{
Gizmos.color = Color.red;
GizmosDrawCastedRay (firePos, m_ped.WeaponHolder.AimDirection);
}
// ray based on firing direction
Gizmos.color = Color.black;
GizmosDrawCastedRay (firePos, this.GetFireDir ());
}
public void GizmosDrawCastedRay (Vector3 source, Vector3 dir)
{
float distance = 100f;
RaycastHit hit;
if (this.ProjectileRaycast (source, dir, out hit))
{
distance = hit.distance;
}
Gizmos.DrawLine (source, source + dir * distance);
}
}
}