mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
145 lines
5.3 KiB
C#
145 lines
5.3 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Mirror;
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using SanAndreasUnity.Behaviours;
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using SanAndreasUnity.Behaviours.Vehicles;
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using SanAndreasUnity.Importing.Items;
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using SanAndreasUnity.Importing.Items.Definitions;
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using SanAndreasUnity.Importing.Vehicles;
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using SanAndreasUnity.Utilities;
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using UnityEngine;
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namespace SanAndreasUnity.Net
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{
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public class NetworkedVehicleDetachedPart : NetworkBehaviour
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{
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public NetworkRigidBody NetworkRigidBody { get; private set; }
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[SyncVar] uint m_net_vehicleNetId;
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[SyncVar] int m_net_vehicleModelId;
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[SyncVar] string m_net_vehicleColors;
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[SyncVar] string m_net_frameName;
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[SyncVar] float m_net_mass;
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class VehicleInfo
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{
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public int numReferences;
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public FrameContainer frames;
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}
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static readonly Dictionary<uint, VehicleInfo> s_dummyObjectsPerVehicle = new Dictionary<uint, VehicleInfo>();
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bool m_isReferencingFrame = false;
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void Awake()
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{
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this.NetworkRigidBody = this.GetComponentOrThrow<NetworkRigidBody>();
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}
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void OnDisable()
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{
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if (m_isReferencingFrame)
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{
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m_isReferencingFrame = false;
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if (s_dummyObjectsPerVehicle.TryGetValue(m_net_vehicleNetId, out VehicleInfo vehicleInfo))
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{
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vehicleInfo.numReferences--;
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if (vehicleInfo.numReferences <= 0)
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{
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// TODO: check if it is null
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Object.Destroy(vehicleInfo.frames.gameObject);
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s_dummyObjectsPerVehicle.Remove(m_net_vehicleNetId);
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}
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}
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}
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}
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public void InitializeOnServer(uint vehicleNetId, int vehicleModelId, IReadOnlyList<Color32> vehicleColors, string frameName, float mass, Rigidbody rigidbody)
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{
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NetStatus.ThrowIfNotOnServer();
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m_net_vehicleNetId = vehicleNetId;
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m_net_vehicleModelId = vehicleModelId;
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m_net_vehicleColors = VehicleController.SerializeColors(vehicleColors);
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m_net_frameName = frameName;
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m_net_mass = mass;
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this.NetworkRigidBody.Rigidbody = rigidbody;
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this.NetworkRigidBody.UpdateServer();
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}
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public override void OnStartClient()
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{
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if (NetStatus.IsServer)
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return;
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F.RunExceptionSafe(() => this.OnStartClientInternal());
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}
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void OnStartClientInternal()
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{
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GameObject vehicleGo = NetManager.GetNetworkObjectById(m_net_vehicleNetId);
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if (null == vehicleGo)
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{
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// this should only happen when vehicle has been destroyed before client connected, but it's detached parts are still alive
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// load vehicle's model, and attach it's frames to dummy object, and detach a frame from that dummy object
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VehicleDef def = Item.GetDefinitionOrThrow<VehicleDef>(m_net_vehicleModelId);
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Color32[] colors = VehicleController.DeserializeColors(m_net_vehicleColors);
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var geometryParts = Vehicle.LoadGeometryParts(def);
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VehicleInfo vehicleInfo;
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if (s_dummyObjectsPerVehicle.TryGetValue(m_net_vehicleNetId, out vehicleInfo))
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{
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// we already created dummy object for this vehicle
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vehicleInfo.numReferences++;
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}
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else
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{
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// need to create dummy object for this vehicle, and attach all vehicle's frames to it
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Transform transformDummy = new GameObject($"{def.GameName}_detached_part_{m_net_frameName}").transform;
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vehicleInfo = new VehicleInfo();
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vehicleInfo.frames = geometryParts.AttachFrames(transformDummy, Importing.Conversion.MaterialFlags.Vehicle);
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SetColors(vehicleInfo.frames, colors);
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vehicleInfo.numReferences = 1;
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s_dummyObjectsPerVehicle.Add(m_net_vehicleNetId, vehicleInfo);
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}
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m_isReferencingFrame = true;
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Frame frame = vehicleInfo.frames.FirstOrDefault(f => f.gameObject.name == m_net_frameName);
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if (null == frame)
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throw new System.Exception($"Failed to find frame by name {m_net_frameName}");
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// detach frame from dummy object
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Vehicle.DetachFrameFromTransformDuringExplosion(vehicleInfo.frames.transform, frame, m_net_mass, this.gameObject, m_net_vehicleNetId, m_net_vehicleModelId, colors);
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}
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else
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{
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Vehicle vehicle = vehicleGo.GetComponentOrThrow<Vehicle>();
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vehicle.DetachFrameDuringExplosion(m_net_frameName, m_net_mass, this.gameObject);
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}
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var rb = this.GetComponentInChildren<Rigidbody>();
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if (rb != null)
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rb.interpolation = RigidbodyInterpolation.Interpolate;
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this.NetworkRigidBody.Rigidbody = rb;
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}
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private static void SetColors(FrameContainer frames, Color32[] colors)
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{
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Vehicle.UpdateMaterials(frames, colors, new []{ 0f, 0f, 0f, 0f }, new MaterialPropertyBlock());
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}
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}
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}
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