mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
268 lines
7.1 KiB
C#
268 lines
7.1 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using SanAndreasUnity.Utilities;
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namespace SanAndreasUnity.Importing.Weapons
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{
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public class WeaponData
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{
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// common for all weapons
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public readonly string firstChar;
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public readonly string weaponType;
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public readonly string eFireType;
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public readonly float targetRange, weaponRange;
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public readonly int modelId1, modelId2;
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// int reloadSampleTime1, reloadSampleTime2;
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public readonly int weaponslot;
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// for gun weapons only
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public readonly GunData gunData;
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public class GunData
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{
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public readonly string AssocGroupId;
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public readonly int ammoClip;
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public readonly int damage;
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public readonly UnityEngine.Vector3 fireOffset;
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public readonly int skillLevel;// 0:POOR 1:STD 2:PRO
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public readonly int reqStatLevel; // req stat level to get this weapon skill level
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public readonly float accuracy;// (0.5 - 2.0f)
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public readonly float moveSpeed;// (0.5 - 1.5)
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public readonly int animLoopStart, animLoopEnd, animLoopFire;
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public readonly int animLoop2Start, animLoop2End, animLoop2Fire; // for crouching
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public readonly int breakoutTime;
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public readonly string hexFlags;
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private List<GunFlag> m_flags = new List<GunFlag> (0);
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public IEnumerable<GunFlag> Flags { get { return m_flags; } }
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// old_shot_data
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public readonly float speed, radius;
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public readonly float lifespan, spread;
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public GunData(string[] parts) {
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LoadWithReflection (parts, this, "m_flags");
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// calculate flags
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var enumValues = System.Enum.GetValues( typeof(GunFlag) );
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foreach(var enumValue in enumValues) {
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if( HasFlag( this.hexFlags, (GunFlag) enumValue) )
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m_flags.Add( (GunFlag) enumValue );
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}
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}
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public bool HasFlag (GunFlag flag)
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{
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return m_flags.Contains (flag);
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}
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public static bool HasFlag (string hexFlags, GunFlag flag) {
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// reverse hex flags
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hexFlags = new string( hexFlags.Reverse().ToArray() );
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// find index of flag
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int index = s_groupedFlags.FindIndex( grp => grp.Contains(flag) );
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if (index < 0)
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return false;
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// find char with this index
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if (index >= hexFlags.Length)
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return false;
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char c = hexFlags [index];
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int hex = ParseInt (c.ToString (), System.Globalization.NumberStyles.HexNumber);
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return (hex & ( 1 << s_groupedFlags [index].IndexOf (flag) )) != 0;
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}
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public GunAimingOffset aimingOffset {
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get {
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return WeaponData.LoadedGunAimingOffsets.FirstOrDefault (offset => offset.animGroup == AssocGroupId);
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}
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}
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}
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private static GunFlag[][] s_groupedFlags = new GunFlag[5][] {
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new GunFlag[]{ GunFlag.CANAIM, GunFlag.AIMWITHARM, GunFlag.FIRSTPERSON, GunFlag.ONLYFREEAIM },
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new GunFlag[]{ GunFlag.MOVEAIM, GunFlag.MOVEFIRE },
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new GunFlag[]{ GunFlag.THROW, GunFlag.HEAVY, GunFlag.CONTINUOUSFIRE, GunFlag.TWIN_PISTOL },
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new GunFlag[]{ GunFlag.RELOAD, GunFlag.CROUCHFIRE, GunFlag.RELOAD2START, GunFlag.LONG_RELOAD },
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new GunFlag[]{ GunFlag.SLOWSDWN, GunFlag.RANDSPEED, GunFlag.EXPANDS }
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};
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public class GunAimingOffset
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{
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public readonly string firstChar;
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public readonly string animGroup;
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public readonly float aimX, aimZ;
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public UnityEngine.Vector3 Aim { get { return new UnityEngine.Vector3 (this.aimX, 0, this.aimZ); } }
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public readonly float duckX, duckZ;
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public readonly int rloadA, rloadB;
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public readonly int crouchRLoadA, crouchRLoadB;
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public GunAimingOffset(string line)
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{
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LoadWithReflection (SplitLine (line), this);
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}
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}
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private static List<WeaponData> m_loadedWeaponData = new List<WeaponData> ();
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public static IEnumerable<WeaponData> LoadedWeaponsData { get { return m_loadedWeaponData; } }
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private static List<GunAimingOffset> m_loadedGunAimingOffsets = new List<GunAimingOffset> ();
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public static IEnumerable<GunAimingOffset> LoadedGunAimingOffsets { get { return m_loadedGunAimingOffsets; } }
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public static void Load (string path)
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{
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m_loadedWeaponData.Clear ();
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m_loadedGunAimingOffsets.Clear ();
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using (var reader = File.OpenText (path)) {
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string line;
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while ((line = reader.ReadLine ()) != null) {
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line = line.Trim ();
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if (line.Length == 0)
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continue;
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if (line.StartsWith ("#"))
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continue;
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if (line.StartsWith ("$")) {
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// weapon
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m_loadedWeaponData.Add (new WeaponData (line));
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} else if (line.StartsWith ("%")) {
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// gun aiming offset
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m_loadedGunAimingOffsets.Add (new GunAimingOffset (line));
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}
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}
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}
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UnityEngine.Debug.Log ("Loaded weapons data - " + m_loadedWeaponData.Count + " entries");
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}
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public WeaponData (string line) {
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var parts = SplitLine (line);
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int numEntriesUsed = LoadWithReflection (parts, this, "gunData");
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if (this.firstChar == "$") {
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// this weapon is gun - load gun data
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var gunParts = parts.Skip (numEntriesUsed).ToArray ();
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this.gunData = new GunData (gunParts);
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}
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}
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public static string[] SplitLine (string line)
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{
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return line.Split (new string[]{ "\t", " " }, System.StringSplitOptions.RemoveEmptyEntries);
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}
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public static int LoadWithReflection<T>(string[] parts, T obj, params string[] fieldsToIgnore) {
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var fields = typeof(T).GetFields (System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic
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| System.Reflection.BindingFlags.Public);
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// UnityEngine.Debug.Log ("Parsing weapons data line parts:\n" + string.Join("\n", parts));
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int partIndex = 0;
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foreach (var field in fields) {
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if (partIndex >= parts.Length)
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break;
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if (fieldsToIgnore.Contains (field.Name))
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continue;
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string part = parts [partIndex];
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if (field.FieldType == typeof(int)) {
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field.SetValue (obj, ParseInt (part));
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} else if (field.FieldType == typeof(float)) {
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field.SetValue (obj, ParseFloat (part));
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} else if (field.FieldType == typeof(string)) {
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field.SetValue (obj, part);
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} else if (field.FieldType == typeof(UnityEngine.Vector3)) {
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UnityEngine.Vector3 vec3 = new UnityEngine.Vector3 ();
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vec3.x = ParseFloat (part);
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partIndex++;
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part = parts [partIndex];
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vec3.y = ParseFloat (part);
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partIndex++;
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part = parts [partIndex];
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vec3.z = ParseFloat (part);
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field.SetValue (obj, vec3);
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}
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// UnityEngine.Debug.LogFormat ("new value {0}, index {1}, field name {2}", field.GetValue (obj), partIndex,
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// field.Name);
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partIndex++;
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}
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return partIndex;
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}
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private static float ParseFloat (string str)
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{
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return float.Parse( str, System.Globalization.CultureInfo.InvariantCulture );
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}
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private static int ParseInt (string str)
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{
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return int.Parse( str, System.Globalization.CultureInfo.InvariantCulture );
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}
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private static int ParseInt (string str, System.Globalization.NumberStyles numberStyles)
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{
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return int.Parse( str, numberStyles, System.Globalization.CultureInfo.InvariantCulture );
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}
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}
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public enum GunFlag
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{
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CANAIM, AIMWITHARM, FIRSTPERSON, ONLYFREEAIM,
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MOVEAIM, MOVEFIRE,
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THROW, HEAVY, CONTINUOUSFIRE, TWIN_PISTOL,
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RELOAD, CROUCHFIRE, RELOAD2START, LONG_RELOAD,
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SLOWSDWN, RANDSPEED, EXPANDS
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}
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}
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