mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 20:43:04 +00:00
519 lines
No EOL
16 KiB
C#
519 lines
No EOL
16 KiB
C#
using SanAndreasUnity.Importing.Conversion;
|
|
using SanAndreasUnity.Importing.Items;
|
|
using SanAndreasUnity.Importing.Items.Definitions;
|
|
using SanAndreasUnity.Importing.Vehicles;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEngine;
|
|
using VehicleDef = SanAndreasUnity.Importing.Items.Definitions.VehicleDef;
|
|
|
|
namespace SanAndreasUnity.Behaviours.Vehicles
|
|
{
|
|
public partial class Vehicle
|
|
{
|
|
[Flags]
|
|
public enum WheelAlignment
|
|
{
|
|
None = 0,
|
|
|
|
Front = 1,
|
|
Mid = 2,
|
|
Rear = 4,
|
|
|
|
Left = 8,
|
|
Right = 16,
|
|
|
|
LeftRightMask = Left | Right,
|
|
FrontMidRearMask = Front | Mid | Rear,
|
|
|
|
RightFront = Right | Front,
|
|
LeftFront = Left | Front,
|
|
RightMid = Right | Mid,
|
|
LeftMid = Left | Mid,
|
|
RightRear = Right | Rear,
|
|
LeftRear = Left | Rear,
|
|
}
|
|
|
|
[Flags]
|
|
public enum SeatAlignment
|
|
{
|
|
None = 0,
|
|
|
|
Front = 1,
|
|
Back = 2,
|
|
|
|
Left = 4,
|
|
Right = 8,
|
|
|
|
FrontBackMask = Front | Back,
|
|
LeftRightMask = Left | Right,
|
|
|
|
FrontRight = Front | Right,
|
|
FrontLeft = Front | Left,
|
|
BackRight = Back | Right,
|
|
BackLeft = Back | Left,
|
|
}
|
|
|
|
public enum DoorAlignment
|
|
{
|
|
None,
|
|
RightFront,
|
|
LeftFront,
|
|
RightRear,
|
|
LeftRear,
|
|
}
|
|
|
|
private static VehicleDef[] _sRandomSpawnable;
|
|
private static int _sMaxSpawnableIndex;
|
|
|
|
private static VehicleDef[] GetRandomSpawnableDefs(out int maxIndex)
|
|
{
|
|
var all = Item.GetDefinitions<VehicleDef>().ToArray();
|
|
|
|
var defs = all
|
|
.Where(x => x.Frequency > 0 && x.VehicleType == VehicleType.Car)
|
|
.ToArray();
|
|
|
|
maxIndex = defs.Sum(x => x.Frequency);
|
|
|
|
return defs;
|
|
}
|
|
|
|
private static VehicleDef GetRandomDef()
|
|
{
|
|
if (_sRandomSpawnable == null)
|
|
{
|
|
_sRandomSpawnable = GetRandomSpawnableDefs(out _sMaxSpawnableIndex);
|
|
}
|
|
|
|
var index = UnityEngine.Random.Range(0, _sMaxSpawnableIndex);
|
|
foreach (var def in _sRandomSpawnable)
|
|
{
|
|
index -= def.Frequency;
|
|
if (index < 0) return def;
|
|
}
|
|
|
|
throw new Exception("Unable to find cars to spawn");
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Gets the position for spawning based on current position of player.
|
|
/// </summary>
|
|
public static void GetPositionForSpawning(out Vector3 pos, out Quaternion rot) {
|
|
|
|
pos = Vector3.zero;
|
|
rot = Quaternion.identity;
|
|
|
|
//if (null == PlayerController.Instance)
|
|
// return;
|
|
|
|
var cont = PlayerController.Instance;
|
|
|
|
Vector3 spawnOffset = new Vector3 (0, 2, 5);
|
|
|
|
pos = cont.transform.position + cont.transform.forward * spawnOffset.z + cont.transform.up * spawnOffset.y
|
|
+ cont.transform.right * spawnOffset.x;
|
|
rot = Quaternion.LookRotation(-cont.transform.right, Vector3.up);
|
|
|
|
}
|
|
|
|
public static Vehicle Create(VehicleSpawner spawner)
|
|
{
|
|
return Create(spawner.Info.CarId, spawner.Info.Colors, spawner.transform.position,
|
|
spawner.transform.rotation);
|
|
}
|
|
|
|
public static Vehicle Create(int carId, Vector3 position, Quaternion rotation)
|
|
{
|
|
return Create (carId, null, position, rotation);
|
|
}
|
|
|
|
public static Vehicle CreateInFrontOfPlayer(int carId) {
|
|
|
|
Vector3 pos;
|
|
Quaternion rot;
|
|
|
|
GetPositionForSpawning (out pos, out rot);
|
|
|
|
return Create (carId, pos, rot);
|
|
}
|
|
|
|
public static Vehicle Create(int carId, int[] colors, Vector3 position, Quaternion rotation)
|
|
{
|
|
// this probably should not be done like this
|
|
var go = Instantiate(VehicleManager.Instance.vehiclePrefab);
|
|
var v = Create(go, carId, colors, position, rotation);
|
|
if (Net.NetStatus.IsServer)
|
|
{
|
|
v.GetComponent<VehicleController>().OnAfterCreateVehicle();
|
|
Net.NetManager.Spawn(go);
|
|
}
|
|
return v;
|
|
}
|
|
|
|
public static Vehicle Create(GameObject vehicleGameObject, int carId, int[] colors,
|
|
Vector3 position, Quaternion rotation)
|
|
{
|
|
|
|
var inst = vehicleGameObject.AddComponent<Vehicle>();
|
|
|
|
VehicleDef def;
|
|
if (carId == -1)
|
|
{
|
|
def = GetRandomDef();
|
|
}
|
|
else
|
|
{
|
|
def = Item.GetDefinition<VehicleDef>(carId);
|
|
}
|
|
|
|
inst.Initialize(def, colors);
|
|
|
|
inst.transform.position = position - Vector3.up * inst.AverageWheelHeight;
|
|
inst.transform.localRotation = rotation;
|
|
|
|
OutOfRangeDestroyer destroyer = inst.gameObject.AddComponent<OutOfRangeDestroyer>();
|
|
destroyer.timeUntilDestroyed = 5;
|
|
destroyer.range = 300;
|
|
|
|
return inst;
|
|
}
|
|
|
|
private Geometry.GeometryParts _geometryParts;
|
|
|
|
public class Wheel
|
|
{
|
|
public WheelAlignment Alignment { get; set; }
|
|
|
|
public bool IsLeftHand
|
|
{
|
|
get { return (Alignment & WheelAlignment.Left) == WheelAlignment.Left; }
|
|
}
|
|
|
|
public bool IsRightHand
|
|
{
|
|
get { return (Alignment & WheelAlignment.Right) == WheelAlignment.Right; }
|
|
}
|
|
|
|
public bool IsFront
|
|
{
|
|
get { return (Alignment & WheelAlignment.Front) == WheelAlignment.Front; }
|
|
}
|
|
|
|
public bool IsMid
|
|
{
|
|
get { return (Alignment & WheelAlignment.Mid) == WheelAlignment.Mid; }
|
|
}
|
|
|
|
public bool IsRear
|
|
{
|
|
get { return (Alignment & WheelAlignment.Rear) == WheelAlignment.Rear; }
|
|
}
|
|
|
|
public Transform Parent { get; set; }
|
|
public Transform Child { get; set; }
|
|
public WheelCollider Collider { get; set; }
|
|
public Wheel Complement { get; set; }
|
|
|
|
public float Travel { get; private set; }
|
|
|
|
public void UpdateTravel()
|
|
{
|
|
Travel = 1f;
|
|
|
|
WheelHit hit;
|
|
if (Collider.GetGroundHit(out hit))
|
|
{
|
|
Travel = (-Parent.transform.InverseTransformPoint(hit.point).y - Collider.radius) / Collider.suspensionDistance;
|
|
}
|
|
}
|
|
|
|
public Quaternion Roll { get; set; }
|
|
}
|
|
|
|
public class Seat
|
|
{
|
|
public SeatAlignment Alignment { get; set; }
|
|
|
|
public Transform Parent { get; set; }
|
|
|
|
/// <summary> Ped that is occupying this seat. </summary>
|
|
public Ped OccupyingPed { get; internal set; }
|
|
|
|
public bool IsTaken { get { return this.OccupyingPed != null; } }
|
|
|
|
public bool IsLeftHand
|
|
{
|
|
get { return (Alignment & SeatAlignment.Left) == SeatAlignment.Left; }
|
|
}
|
|
|
|
public bool IsRightHand
|
|
{
|
|
get { return (Alignment & SeatAlignment.Right) == SeatAlignment.Right; }
|
|
}
|
|
|
|
public bool IsFront
|
|
{
|
|
get { return (Alignment & SeatAlignment.Front) == SeatAlignment.Front; }
|
|
}
|
|
|
|
public bool IsBack
|
|
{
|
|
get { return (Alignment & SeatAlignment.Back) == SeatAlignment.Back; }
|
|
}
|
|
|
|
public bool IsDriver
|
|
{
|
|
get { return Alignment == SeatAlignment.FrontLeft; }
|
|
}
|
|
}
|
|
|
|
private FrameContainer _frames;
|
|
|
|
private readonly List<Wheel> _wheels = new List<Wheel>();
|
|
private readonly List<Seat> _seats = new List<Seat>();
|
|
|
|
public List<Wheel> Wheels { get { return _wheels; } }
|
|
public List<Seat> Seats { get { return _seats; } }
|
|
|
|
private WheelAlignment GetWheelAlignment(string frameName)
|
|
{
|
|
switch (frameName)
|
|
{
|
|
case "wheel_rf_dummy":
|
|
return WheelAlignment.RightFront;
|
|
|
|
case "wheel_lf_dummy":
|
|
return WheelAlignment.LeftFront;
|
|
|
|
case "wheel_rm_dummy":
|
|
return WheelAlignment.RightMid;
|
|
|
|
case "wheel_lm_dummy":
|
|
return WheelAlignment.LeftMid;
|
|
|
|
case "wheel_rb_dummy":
|
|
return WheelAlignment.RightRear;
|
|
|
|
case "wheel_lb_dummy":
|
|
return WheelAlignment.LeftRear;
|
|
|
|
default:
|
|
return WheelAlignment.None;
|
|
}
|
|
}
|
|
|
|
private DoorAlignment GetDoorAlignment(string frameName)
|
|
{
|
|
switch (frameName)
|
|
{
|
|
case "door_rf_dummy":
|
|
return DoorAlignment.RightFront;
|
|
|
|
case "door_lf_dummy":
|
|
return DoorAlignment.LeftFront;
|
|
|
|
case "door_rr_dummy":
|
|
return DoorAlignment.RightRear;
|
|
|
|
case "door_lr_dummy":
|
|
return DoorAlignment.LeftRear;
|
|
|
|
default:
|
|
return DoorAlignment.None;
|
|
}
|
|
}
|
|
|
|
public Transform GetPart(string name)
|
|
{
|
|
var frame = _frames.GetByName(name);
|
|
return frame != null ? frame.transform : null;
|
|
}
|
|
|
|
private void AttachSeat(Transform parent, SeatAlignment alignment)
|
|
{
|
|
_seats.Add(new Seat { Parent = parent, Alignment = alignment });
|
|
}
|
|
|
|
private void Initialize(VehicleDef def, int[] colors = null)
|
|
{
|
|
Definition = def;
|
|
|
|
if (colors != null && colors[0] != -1)
|
|
{
|
|
SetColors(colors);
|
|
}
|
|
else
|
|
{
|
|
var defaultClrs = CarColors.GetCarDefaults(Definition.ModelName);
|
|
|
|
if (defaultClrs != null)
|
|
{
|
|
SetColors(defaultClrs[UnityEngine.Random.Range(0, defaultClrs.Count)]);
|
|
}
|
|
else
|
|
{
|
|
Debug.LogWarningFormat("No colours defined for {0}!", def.GameName);
|
|
}
|
|
}
|
|
|
|
name = Definition.GameName;
|
|
|
|
_geometryParts = Geometry.Load(Definition.ModelName,
|
|
TextureDictionary.Load(Definition.TextureDictionaryName),
|
|
TextureDictionary.Load("vehicle"),
|
|
TextureDictionary.Load("misc"));
|
|
|
|
_frames = _geometryParts.AttachFrames(transform, MaterialFlags.Vehicle);
|
|
|
|
var wheelFrame = _frames.FirstOrDefault(x => x.Name == "wheel");
|
|
|
|
if (wheelFrame == null)
|
|
{
|
|
Debug.LogWarningFormat("No wheels defined for {0}!", def.GameName);
|
|
Destroy(gameObject);
|
|
return;
|
|
}
|
|
|
|
foreach (var frame in _frames)
|
|
{
|
|
if (!frame.Name.StartsWith("wheel_")) continue;
|
|
if (!frame.Name.EndsWith("_dummy")) continue;
|
|
|
|
var childFrames = _frames.Where(x => x.ParentIndex == frame.Index);
|
|
|
|
// disable all children of wheel dummies
|
|
foreach (var childFrame in childFrames)
|
|
{
|
|
childFrame.gameObject.SetActive(false);
|
|
}
|
|
|
|
var wheelAlignment = GetWheelAlignment(frame.Name);
|
|
|
|
Wheel inst;
|
|
|
|
// see if this wheel dummy has a wheel child
|
|
var wheel = childFrames.FirstOrDefault(x => x.Name == "wheel");
|
|
|
|
if (wheel == null)
|
|
{
|
|
var copy = Instantiate(wheelFrame.transform);
|
|
copy.SetParent(frame.transform, false);
|
|
|
|
_wheels.Add(inst = new Wheel
|
|
{
|
|
Alignment = wheelAlignment,
|
|
Parent = frame.transform,
|
|
Child = copy,
|
|
});
|
|
}
|
|
else
|
|
{
|
|
// all children of wheel dummies get set to inactive so activate this one
|
|
wheel.gameObject.SetActive(true);
|
|
|
|
_wheels.Add(inst = new Wheel
|
|
{
|
|
Alignment = wheelAlignment,
|
|
Parent = frame.transform,
|
|
Child = wheel.transform,
|
|
});
|
|
}
|
|
|
|
if (inst.IsLeftHand)
|
|
{
|
|
frame.transform.Rotate(Vector3.up, 180.0f);
|
|
}
|
|
|
|
inst.Complement = _wheels.FirstOrDefault(x =>
|
|
(x.Alignment & WheelAlignment.LeftRightMask) != (inst.Alignment & WheelAlignment.LeftRightMask) &&
|
|
(x.Alignment & WheelAlignment.FrontMidRearMask) == (inst.Alignment & WheelAlignment.FrontMidRearMask));
|
|
|
|
if (inst.Complement != null)
|
|
{
|
|
inst.Complement.Complement = inst;
|
|
}
|
|
}
|
|
|
|
InitializePhysics();
|
|
|
|
foreach (var pair in _frames.Where(x => x.Name.StartsWith("door_")))
|
|
{
|
|
var doorAlignment = GetDoorAlignment(pair.Name);
|
|
|
|
if (doorAlignment == DoorAlignment.None) continue;
|
|
|
|
var hinge = pair.gameObject.AddComponent<HingeJoint>();
|
|
hinge.axis = Vector3.up;
|
|
hinge.useLimits = true;
|
|
|
|
var limit = 90.0f * ((doorAlignment == DoorAlignment.LeftFront || doorAlignment == DoorAlignment.LeftRear) ? 1.0f : -1.0f);
|
|
hinge.limits = new JointLimits { min = Mathf.Min(0, limit), max = Mathf.Max(0, limit), };
|
|
hinge.connectedBody = gameObject.GetComponent<Rigidbody>();
|
|
}
|
|
|
|
var frontSeat = GetPart("ped_frontseat");
|
|
var backSeat = GetPart("ped_backseat");
|
|
|
|
if (frontSeat != null)
|
|
{
|
|
var frontSeatMirror = new GameObject("ped_frontseat").transform;
|
|
frontSeatMirror.SetParent(frontSeat.parent, false);
|
|
frontSeatMirror.localPosition = Vector3.Scale(frontSeat.localPosition, new Vector3(-1f, 1f, 1f));
|
|
|
|
if (frontSeat.localPosition.x > 0f)
|
|
{
|
|
AttachSeat(frontSeat, SeatAlignment.FrontRight);
|
|
AttachSeat(frontSeatMirror, SeatAlignment.FrontLeft);
|
|
}
|
|
else
|
|
{
|
|
AttachSeat(frontSeatMirror, SeatAlignment.FrontRight);
|
|
AttachSeat(frontSeat, SeatAlignment.FrontLeft);
|
|
}
|
|
|
|
DriverTransform = GetSeat(SeatAlignment.FrontLeft).Parent;
|
|
}
|
|
|
|
if (backSeat != null)
|
|
{
|
|
var backSeatMirror = new GameObject("ped_backseat").transform;
|
|
backSeatMirror.SetParent(backSeat.parent, false);
|
|
backSeatMirror.localPosition = Vector3.Scale(backSeat.localPosition, new Vector3(-1f, 1f, 1f));
|
|
|
|
if (backSeat.localPosition.x > 0f)
|
|
{
|
|
AttachSeat(backSeat, SeatAlignment.BackRight);
|
|
AttachSeat(backSeatMirror, SeatAlignment.BackLeft);
|
|
}
|
|
else
|
|
{
|
|
AttachSeat(backSeatMirror, SeatAlignment.BackRight);
|
|
AttachSeat(backSeat, SeatAlignment.BackLeft);
|
|
}
|
|
}
|
|
|
|
// Add vehicle damage
|
|
|
|
/*
|
|
var dam = gameObject.AddComponent<VehicleDamage>();
|
|
dam.damageParts = new Transform[] { transform.GetChild(0).Find("engine") };
|
|
dam.deformMeshes = gameObject.GetComponentsInChildren<MeshFilter>();
|
|
dam.displaceParts = gameObject.GetComponentsInChildren<Transform>().Where(x => x.GetComponent<Frame>() != null || x.GetComponent<FrameContainer>() != null).ToArray();
|
|
dam.damageFactor = VehicleAPI.constDamageFactor;
|
|
dam.collisionIgnoreHeight = -.4f;
|
|
dam.collisionTimeGap = .1f;
|
|
|
|
//OptimizeVehicle();
|
|
|
|
dam.deformColliders = gameObject.GetComponentsInChildren<MeshCollider>();
|
|
*/
|
|
|
|
|
|
gameObject.SetLayerRecursive(Layer);
|
|
|
|
}
|
|
}
|
|
} |