mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 20:43:04 +00:00
695 lines
19 KiB
C#
695 lines
19 KiB
C#
using SanAndreasUnity.Behaviours.Peds.AI;
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using UnityEngine;
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using SanAndreasUnity.Utilities;
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using SanAndreasUnity.Importing.Weapons;
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using SanAndreasUnity.Importing.Animation;
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using SanAndreasUnity.Behaviours.Weapons;
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namespace SanAndreasUnity.Behaviours.Peds.States
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{
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/// <summary>
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/// Base class for all aim-movement states.
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/// </summary>
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public abstract class BaseAimMovementState : BaseScriptState, IAimState
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{
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protected Weapon m_weapon { get { return m_ped.CurrentWeapon; } }
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public abstract AnimId aimWithArm_LowerAnim { get; }
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public virtual float AimAnimMaxTime { get { return m_weapon.AimAnimMaxTime; } }
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public virtual float AimAnimFireMaxTime { get { return m_weapon.AimAnimFireMaxTime; } }
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public override void UpdateState()
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{
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base.UpdateState ();
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if (!this.IsActiveState)
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return;
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if (m_isServer)
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{
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if (this.SwitchToNonAimMovementState ())
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return;
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if (this.SwitchToFiringState ())
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return;
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if (this.SwitchToOtherAimMovementState ())
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return;
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if (this.SwitchToFallingState ())
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return;
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}
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}
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public override void LateUpdateState ()
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{
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base.LateUpdateState ();
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if (!this.IsActiveState)
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return;
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m_ped.WeaponHolder.UpdateWeaponTransform ();
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}
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protected virtual bool SwitchToNonAimMovementState ()
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{
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// check if we should exit aiming state
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if (null == m_weapon)
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{
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BaseMovementState.SwitchToMovementStateBasedOnInput(m_ped);
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return true;
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}
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// wait until we start pointing gun - this is used to prevent fast state switching
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if (this.TimeSinceActivated < Mathf.Max(this.AimAnimMaxTime, PedManager.Instance.minTimeToReturnToNonAimStateFromAimState))
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return false;
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if (!m_ped.IsAimOn)
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{
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BaseMovementState.SwitchToMovementStateBasedOnInput (m_ped);
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return true;
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}
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if (m_ped.IsSprintOn)
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{
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if (m_weapon.CanSprintWithIt)
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{
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m_ped.SwitchState<SprintState>();
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return true;
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}
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}
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return false;
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}
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protected virtual bool SwitchToFiringState ()
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{
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return false;
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}
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protected virtual bool SwitchToOtherAimMovementState ()
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{
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BaseAimMovementState.SwitchToAimMovementStateBasedOnInput (m_ped);
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return ! this.IsActiveState;
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}
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protected virtual bool SwitchToFallingState ()
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{
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return false;
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}
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public static void SwitchToAimMovementStateBasedOnInput (Ped ped)
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{
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if (ped.IsWalkOn)
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{
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ped.SwitchState<WalkAimState> ();
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}
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else if (ped.IsRunOn || ped.IsSprintOn)
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{
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if (ped.CurrentWeapon != null && ped.CurrentWeapon.HasFlag (GunFlag.AIMWITHARM))
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ped.SwitchState<RunAimState> ();
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else
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ped.SwitchState<WalkAimState> ();
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}
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else
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{
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ped.SwitchState<StandAimState> ();
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}
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}
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protected virtual void RotateSpine()
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{
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BaseAimMovementState.RotateSpineToMatchAimDirection (m_ped);
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}
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public static void RotateSpineToMatchAimDirection (Ped ped)
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{
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if (null == ped.CurrentWeapon)
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return;
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if (ped.CurrentWeapon.HasFlag (GunFlag.AIMWITHARM))
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return;
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ped.PlayerModel.Spine.forward = ped.AimDirection;
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// now apply offset to spine rotation
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// this has to be done because spine is not rotated properly - is it intentionally done, or is it error in model importing ?
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// TODO: actually, spine direction should be the same as ped's direction, not aim direction
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Vector3 eulers = ped.WeaponHolder.SpineOffset;
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if (ped.CurrentWeapon.HasFlag (GunFlag.AIMWITHARM))
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eulers.y = 0;
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ped.PlayerModel.Spine.Rotate (eulers);
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// PlayerModel.ChangeSpineRotation (this.CurrentWeaponTransform.forward, Camera.transform.position + Camera.transform.forward * Camera.farClipPlane - this.CurrentWeaponTransform.position, SpineRotationSpeed, ref tempSpineLocalEulerAngles, ref targetRot, ref spineRotationLastFrame);
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}
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protected virtual void RotatePedInDirectionOfAiming()
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{
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if (m_ped.CurrentWeapon.HasFlag (GunFlag.AIMWITHARM))
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return;
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BaseAimMovementState.RotatePedInDirectionOfAiming( m_ped );
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}
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public static void RotatePedInDirectionOfAiming(Ped ped)
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{
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// Vector3 lookAtPos = Camera.transform.position + Camera.transform.forward * 500;
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// lookAtPos.y = m_player.transform.position.y;
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//
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// m_player.transform.LookAt (lookAtPos, Vector3.up);
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Vector3 forward = ped.AimDirection;
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forward.y = 0;
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forward.Normalize ();
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// m_player.transform.forward = forward;
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ped.Heading = forward;
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}
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public virtual void StartFiring()
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{
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BaseFireMovementState.SwitchToFireMovementStateBasedOnInput(m_ped);
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}
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protected override void UpdateAnims ()
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{
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if (m_weapon != null)
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{
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AnimationState state;
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if (m_weapon.HasFlag (GunFlag.AIMWITHARM))
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state = this.UpdateAnimsAWA ();
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else
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state = this.UpdateAnimsNonAWA ();
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if (m_weapon)
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{
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m_weapon.AimAnimState = state;
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if (state)
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this.UpdateAimAnim (state);
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}
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if (m_weapon && m_weapon.HasFlag(GunFlag.AIMWITHARM))
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{
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// update arm transforms
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// this has to be done after updating aim anim
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this.UpdateArmTransformsForAWA();
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}
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// spine should be rotated no matter if state was changed or not during anim updating
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// this should be done AFTER updating anims
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this.RotateSpine ();
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}
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}
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/// <summary>
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/// Update anims for non AWA (AIMWITHARM) weapons.
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/// </summary>
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protected virtual AnimationState UpdateAnimsNonAWA()
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{
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return null;
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}
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/// <summary>
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/// Update anims for AWA (AIMWITHARM) weapons.
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/// </summary>
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protected virtual AnimationState UpdateAnimsAWA()
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{
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return BaseAimMovementState.UpdateAnimsAWA (m_ped, this.aimWithArm_LowerAnim);
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}
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public static AnimationState UpdateAnimsAWA(Ped ped, AnimId aimWithArm_LowerAnim)
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{
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// aim with arm
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// eg: pistol, tec9, sawnoff
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var model = ped.PlayerModel;
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model.Play2Anims (new AnimId (AnimGroup.Colt45, AnimIndex.colt45_fire), aimWithArm_LowerAnim);
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var state = model.LastAnimState;
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model.LastAnimState.wrapMode = WrapMode.ClampForever;
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model.RemoveAllMixingTransforms (model.LastAnimState);
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model.AddMixingTransform (model.LastAnimState, model.RightClavicle, true);
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model.AddMixingTransform (model.LastSecondaryAnimState, model.LeftClavicle, true);
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model.AddMixingTransforms (model.LastSecondaryAnimState, model.Pelvis, model.Belly, model.Spine, model.UpperSpine, model.RBreast, model.LBreast, model.Neck);
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if (model.AnimsChanged) {
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// reset model state
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model.ResetModelState ();
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// sample the animation, because otherwise, model will remain in original state for 1 frame
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model.AnimComponent.Sample ();
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}
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return state;
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}
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protected virtual void UpdateAimAnim(AnimationState state)
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{
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BaseAimMovementState.UpdateAimAnim (m_ped, state, this.AimAnimMaxTime, this.AimAnimFireMaxTime, () => this.TryFire());
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}
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public static void UpdateAimAnim(Ped ped, AnimationState state, float aimAnimMaxTime, float aimAnimFireMaxTime,
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System.Func<bool> tryFireFunc)
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{
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if (state.time > aimAnimMaxTime) {
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if (ped.IsFiring) {
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state.enabled = true;
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// check if anim reached end
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if(state.time >= aimAnimFireMaxTime) {
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// anim reached end, revert it to start
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state.time = aimAnimMaxTime;
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ped.AnimComponent.Sample ();
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// if (!ped.IsFireOn || !ped.IsAimOn)
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{
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// no longer firing
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if (Net.NetStatus.IsServer)
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{
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ped.StopFiring ();
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}
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}
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}
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} else {
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// check if we should start firing
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if (ped.IsFireOn && tryFireFunc()) {
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// we started firing
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} else {
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// we should remain in aim state
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state.time = aimAnimMaxTime;
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ped.AnimComponent.Sample ();
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state.enabled = false;
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}
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}
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}
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}
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protected virtual void UpdateArmTransformsForAWA()
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{
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BaseAimMovementState.UpdateArmTransformsForAWA (m_ped);
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}
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public static void UpdateArmTransformsForAWA(Ped ped)
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{
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var player = ped;
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var model = ped.PlayerModel;
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var weapon = ped.CurrentWeapon;
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float timePerc = Mathf.Clamp01 (model.LastAnimState.time / weapon.AimAnimMaxTime);
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// rotate arm to match direction of player
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// we'll need a few adjustments, because arm's right vector is player's forward vector,
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// and arm's forward vector is player's down vector => arm's up is player's left
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// Vector3 forward = - player.transform.right ; // -player.transform.up;
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// Vector3 up = player.transform.up; // -player.transform.right;
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// Vector3 lookAtPos = player.transform.position + forward * 500;
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model.ResetFrameState (model.RightUpperArm);
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model.ResetFrameState (model.RightForeArm);
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model.ResetFrameState (model.RightHand);
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Vector3 aimDir = player.AimDirection;
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Vector3 aimDirLocal = player.transform.InverseTransformDirection (aimDir);
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bool isAimingOnOppositeSide = aimDirLocal.x < 0f;
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float oppositeSideAngle = Vector3.Angle( Vector3.forward, aimDirLocal.WithXAndZ () );
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bool isAimingBack = oppositeSideAngle > WeaponsManager.Instance.AIMWITHARM_maxAimAngle;
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Quaternion startRot = Quaternion.LookRotation( -player.transform.up, player.transform.forward ); // Quaternion.Euler (WeaponsManager.Instance.AIMWITHARM_upperArmStartRotationEulers);
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Quaternion endRot = Quaternion.LookRotation (aimDir); //Quaternion.LookRotation( forward, up );
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// Vector3 endForwardLocal = new Vector3(0.9222f, -0.3429f, 0.179f);
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// Vector3 endUpLocal = new Vector3(-0.3522f, -0.9357f, 0.02171f);
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Quaternion endRotForeArm = endRot;
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if (isAimingBack) {
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// aim in the air
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endRot = Quaternion.LookRotation ( Vector3.Lerp(-player.transform.up, player.transform.forward, 0.7f).normalized );
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// we need to apply rotation that is opposite of given offset for x axis - to assure that forehand's up matches ped's back
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Quaternion q = Quaternion.AngleAxis( 90f - WeaponsManager.Instance.AIMWITHARM_foreArmRotationOffset.x, player.transform.up );
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endRotForeArm = Quaternion.LookRotation (q * player.transform.up, q * (-player.transform.forward));
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} else if (isAimingOnOppositeSide) {
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// upper arm will slightly follow direction of aiming, but only along y and z axes
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// forearm will have direction of aiming
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Vector3 dir = aimDirLocal;
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dir.x = 0; // no looking left or right
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if (oppositeSideAngle != 0) {
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// dir.y = Mathf.Sign (dir.y) * ( Mathf.Abs (dir.y) - 1.0f * oppositeSideAngle / 90f );
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dir.y -= 1.0f * oppositeSideAngle / 90f;
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dir.z += 1.0f * oppositeSideAngle / 90f;
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if (dir.y > 0)
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dir.y /= (1.0f + oppositeSideAngle / 90f);
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// if (Mathf.Abs(dir.y) > dir.z)
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// dir.z = Mathf.Abs(dir.y);
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}
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dir.Normalize ();
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dir = player.transform.TransformDirection (dir);
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endRot = Quaternion.LookRotation (dir);
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}
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// lerp
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Quaternion rot = Quaternion.Lerp( startRot, endRot, timePerc );
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Quaternion rotForeArm = Quaternion.Lerp (startRot, endRotForeArm, timePerc);
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if (timePerc == 1.0f) {
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// Vector3 localForward = player.transform.InverseTransformDirection (model.RightUpperArm.forward);
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// Vector3 localUp = player.transform.InverseTransformDirection (model.RightUpperArm.up);
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// Debug.LogFormat ("local forward {0}, local up {1}", localForward.ToString("G4"), localUp.ToString("G4"));
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}
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// Quaternion deltaRot = Quaternion.FromToRotation (Vector3.forward, aimDirLocal);
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// Quaternion worldRot = player.transform.TransformRotation( rot );
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// worldRot *= deltaRot;
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// assign new rotation
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// 'rot' is in player space
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// model.RightUpperArm.rotation = worldRot;
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// Quaternion convertRot = Quaternion.Euler (WeaponsManager.Instance.AIMWITHARM_upperArmEndRotationEulers);
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// head rotation
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Vector3 clampedAimDir = F.ClampDirection (aimDir, player.transform.forward, WeaponsManager.Instance.AIMWITHARM_maxHeadRotationAngle);
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Quaternion headRot = isAimingBack ? player.transform.rotation : Quaternion.LookRotation (clampedAimDir);
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// headRot = Quaternion.Lerp( model.Head.rotation, headRot, 0.3f);
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// set new rotations and apply aim rotation offsets
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model.Head.rotation = headRot;
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model.Head.Rotate (WeaponsManager.Instance.AIMWITHARM_headRotationOffset);
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model.RightClavicle.Rotate (WeaponsManager.Instance.AIMWITHARM_clavicleRotationOffset);
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model.RightUpperArm.rotation = rot;
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model.RightUpperArm.Rotate (WeaponsManager.Instance.AIMWITHARM_upperArmRotationOffset);
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model.RightForeArm.rotation = rotForeArm;
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model.RightForeArm.Rotate (WeaponsManager.Instance.AIMWITHARM_foreArmRotationOffset);
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model.RightHand.localRotation = Quaternion.identity;
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model.RightHand.Rotate (WeaponsManager.Instance.AIMWITHARM_handRotationOffset);
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}
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public static bool TryFire (Ped ped, WeaponAttackParams weaponAttackParams)
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{
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if (ped.CurrentWeapon != null)
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{
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if (Net.NetStatus.IsServer)
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{
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if (ped.IsControlledByLocalPlayer || null == ped.PlayerOwner)
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return TryFire(ped, ped.FirePosition, ped.FireDirection, weaponAttackParams);
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else // this ped is owned by remote client
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return TryFire(ped, ped.NetFirePos, ped.NetFireDir, weaponAttackParams);
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}
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}
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return false;
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}
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protected virtual bool TryFire()
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{
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return TryFire(m_ped, WeaponAttackParams.Default);
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}
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public static bool TryFire (Ped ped, Vector3 firePos, Vector3 fireDir, WeaponAttackParams weaponAttackParams)
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{
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bool isServer = Net.NetStatus.IsServer;
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var weapon = ped.CurrentWeapon;
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if (!isServer) // for now, do this only on server
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return false;
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if (Net.NetStatus.IsClientOnly && ! ped.IsControlledByLocalPlayer)
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return false;
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if (null == weapon)
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return false;
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if (ped.IsFiring) // already firing
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return false;
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// check if there is ammo in clip
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if (weapon.AmmoInClip < 1)
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return false;
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if (isServer)
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{
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ped.StartFiring ();
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if (!ped.IsFiring) // failed to start firing
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return false;
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}
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// reduce ammo
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weapon.AmmoInClip --;
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// update gun flash
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// this.EnableOrDisableGunFlash (ped);
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if (weapon.GunFlash != null)
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weapon.GunFlash.gameObject.SetActive (true);
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weapon.UpdateGunFlashRotation ();
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// fire projectile
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if (isServer)
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F.RunExceptionSafe( () => weapon.FireProjectile (firePos, fireDir, weaponAttackParams) );
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// send fire event to server
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if (Net.NetStatus.IsClientOnly && ped.IsControlledByLocalPlayer)
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{
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}
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// play firing sound
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F.RunExceptionSafe (() => weapon.PlayFireSound() );
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// notify clients
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if (isServer)
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Net.PedSync.OnWeaponFired(ped, weapon, firePos);
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return true;
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}
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public virtual Vector3 GetFirePosition()
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{
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return GetFirePosition(m_ped);
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}
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public static Vector3 GetFirePosition(Ped ped)
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{
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return ped.CurrentWeapon != null ? ped.CurrentWeapon.GetFirePosWithoutPed() : ped.transform.position;
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}
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public virtual Vector3 GetFireDirection()
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{
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return GetFireDirection(m_ped, () => IsAimingBack(m_ped), WeaponAttackParams.Default);
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}
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public static Vector3 GetFireDirection(Ped ped, System.Func<bool> isAimingBackFunc, WeaponAttackParams weaponAttackParams)
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{
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if (null == ped.CurrentWeapon)
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return ped.AimDirection;
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if (isAimingBackFunc())
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return ped.transform.up;
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if (ped.IsControlledByLocalPlayer && ped.Camera != null)
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{
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// find ray going into the world
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Ray ray = ped.Camera.GetRayFromCenter();
|
|
|
|
// raycast
|
|
RaycastHit hit;
|
|
if (ped.CurrentWeapon.ProjectileRaycast(ray.origin, ray.direction, out hit, weaponAttackParams))
|
|
{
|
|
return (hit.point - ped.FirePosition).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 ped.AimDirection;
|
|
}
|
|
|
|
public static bool IsAimingBack(Ped ped)
|
|
{
|
|
if (null == ped.CurrentWeapon)
|
|
return false;
|
|
|
|
if (!ped.CurrentWeapon.HasFlag(GunFlag.AIMWITHARM))
|
|
return false;
|
|
|
|
if (!ped.IsAiming)
|
|
return false;
|
|
|
|
Vector3 aimDirLocal = ped.transform.InverseTransformDirection(ped.AimDirection);
|
|
|
|
float oppositeSideAngle = Vector3.Angle(Vector3.forward, aimDirLocal.WithXAndZ());
|
|
return oppositeSideAngle > WeaponsManager.Instance.AIMWITHARM_maxAimAngle;
|
|
}
|
|
|
|
|
|
public virtual void OnClientTriedToFire(Vector3 firePos, Vector3 fireDir)
|
|
{
|
|
if (null == m_weapon)
|
|
return;
|
|
|
|
if (m_weapon.AmmoInClip < 1)
|
|
return;
|
|
|
|
if (!m_ped.IsFiring)
|
|
m_ped.StartFiring();
|
|
|
|
|
|
}
|
|
|
|
|
|
public override void RotateCamera ()
|
|
{
|
|
base.RotateCamera ();
|
|
|
|
// this must be called from here (right after the camera transform is changed), otherwise camera will shake
|
|
// must check if weapon is null here, because camera is now updated in LateUpdate(), and weapon can become null between Update() and LateUpdate()
|
|
if (m_weapon)
|
|
this.RotatePedInDirectionOfAiming ();
|
|
}
|
|
|
|
public override void UpdateCameraZoom()
|
|
{
|
|
// ignore
|
|
}
|
|
|
|
public override void CheckCameraCollision()
|
|
{
|
|
CheckCameraCollision(m_ped, this.GetCameraFocusPos());
|
|
}
|
|
|
|
public static void CheckCameraCollision (Ped ped, Vector3 cameraFocusPos)
|
|
{
|
|
Vector3 castFrom = cameraFocusPos;
|
|
float distance;
|
|
Vector3 castDir = -ped.Camera.transform.forward;
|
|
|
|
// use distance from gun aiming offset ?
|
|
if (ped.CurrentWeapon != null && ped.CurrentWeapon.GunAimingOffset != null)
|
|
{
|
|
// Vector3 desiredCameraPos = this.transform.TransformPoint (- _player.CurrentWeapon.GunAimingOffset.Aim) + Vector3.up * .5f;
|
|
// Vector3 desiredCameraPos = this.transform.TransformPoint( new Vector3(0.8f, 1.0f, -1) );
|
|
Vector3 desiredCameraPos = cameraFocusPos + ped.Camera.transform.TransformVector (ped.WeaponHolder.cameraAimOffset);
|
|
Vector3 diff = desiredCameraPos - castFrom;
|
|
distance = diff.magnitude;
|
|
castDir = diff.normalized;
|
|
}
|
|
else
|
|
{
|
|
distance = ped.CameraDistance;
|
|
}
|
|
|
|
BaseScriptState.CheckCameraCollision(ped, castFrom, castDir, distance);
|
|
|
|
}
|
|
|
|
|
|
public override void OnSubmitPressed()
|
|
{
|
|
|
|
// try to enter vehicle
|
|
if (m_isServer)
|
|
m_ped.TryEnterVehicleInRange ();
|
|
else
|
|
base.OnSubmitPressed();
|
|
|
|
}
|
|
|
|
public override void OnJumpPressed()
|
|
{
|
|
// ignore
|
|
|
|
}
|
|
|
|
protected override void OnButtonPressedOnServer(string buttonName)
|
|
{
|
|
if (buttonName == "G")
|
|
{
|
|
// try to recruit peds to follow you
|
|
RecruitPedUnderWeaponToFollowPed(m_ped);
|
|
}
|
|
}
|
|
|
|
public static void RecruitPedUnderWeaponToFollowPed(Ped pedToFollow)
|
|
{
|
|
if (null == pedToFollow.CurrentWeapon)
|
|
return;
|
|
|
|
RaycastHit hit;
|
|
if (!pedToFollow.CurrentWeapon.ProjectileRaycast(
|
|
pedToFollow.IsControlledByLocalPlayer ? pedToFollow.FirePosition : pedToFollow.NetFirePos,
|
|
pedToFollow.IsControlledByLocalPlayer ? pedToFollow.FireDirection : pedToFollow.NetFireDir,
|
|
out hit,
|
|
WeaponAttackParams.Default))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// see if ped is hit
|
|
|
|
var damageable = hit.collider.gameObject.GetComponentInParent<Damageable>();
|
|
if (null == damageable)
|
|
return;
|
|
|
|
var hitPedAI = damageable.GetComponent<PedAI>();
|
|
if (hitPedAI != null && hitPedAI.MyPed != pedToFollow)
|
|
{
|
|
// ray hit NPC ped
|
|
hitPedAI.Recruit(pedToFollow);
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|