mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-18 00:13:07 +00:00
601 lines
No EOL
15 KiB
C#
601 lines
No EOL
15 KiB
C#
using SanAndreasUnity.Behaviours.Vehicles;
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using SanAndreasUnity.Behaviours.World;
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using SanAndreasUnity.Importing.Animation;
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using System.Collections;
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using System.Diagnostics;
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using UnityEngine;
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using Debug = UnityEngine.Debug;
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using SanAndreasUnity.Utilities;
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using System.Collections.Generic;
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using System.Linq;
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using SanAndreasUnity.Net;
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namespace SanAndreasUnity.Behaviours
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{
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[DefaultExecutionOrder(-100)]
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[RequireComponent(typeof(CharacterController))]
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public partial class Ped :
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#if MIRROR
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Mirror.NetworkBehaviour
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#else
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MonoBehaviour
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#endif
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{
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private static List<Ped> s_allPeds = new List<Ped> ();
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public static Ped[] AllPeds { get { return s_allPeds.ToArray (); } }
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private WeaponHolder m_weaponHolder;
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public WeaponHolder WeaponHolder { get { return m_weaponHolder; } }
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private StateMachine m_stateMachine = new StateMachine ();
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public Camera Camera { get { return this == Ped.Instance ? Camera.main : null; } }
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public PedModel PlayerModel { get; private set; }
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public bool shouldPlayAnims = true;
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public float TurnSpeed = 10f;
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public CharacterController characterController { get; private set; }
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public float jumpSpeed = 8.0f;
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[SerializeField] private float m_cameraDistance = 3f;
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public float CameraDistance { get { return m_cameraDistance; } set { m_cameraDistance = value; } }
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[SerializeField] private float m_cameraDistanceVehicle = 6f;
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public float CameraDistanceVehicle { get { return m_cameraDistanceVehicle; } set { m_cameraDistanceVehicle = value; } }
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[SerializeField] private Vector2 m_cameraClampValue = new Vector2(60, 60);
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public Vector2 CameraClampValue { get { return m_cameraClampValue; } set { m_cameraClampValue = value; } }
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public Peds.States.BaseScriptState[] States { get; private set; }
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public Peds.States.BaseScriptState CurrentState { get { return (Peds.States.BaseScriptState) m_stateMachine.CurrentState; } }
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public Cell Cell { get { return Cell.Instance; } }
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public UnityEngine.Animation AnimComponent { get { return PlayerModel.AnimComponent; } }
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public SanAndreasUnity.Importing.Items.Definitions.PedestrianDef PedDef { get { return this.PlayerModel.Definition; } }
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public static int RandomPedId {
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get {
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int count = Ped.SpawnablePedDefs.Count ();
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if (count < 1)
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throw new System.Exception ("No ped definitions found");
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int index = Random.Range (0, count);
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return Ped.SpawnablePedDefs.ElementAt (index).Id;
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}
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}
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public bool IsGrounded { get { return characterController.isGrounded; } }
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public Vector2 MouseMoveInput { get; set; }
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public Vector2 MouseScrollInput { get; set; }
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public bool IsWalkOn { get; set; }
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public bool IsRunOn { get; set; }
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public bool IsSprintOn { get; set; }
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public bool IsJumpOn { get; set; }
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public Vector3 Velocity { get; private set; }
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/// <summary> Current movement input. </summary>
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public Vector3 Movement { get; set; }
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/// <summary> Direction towards which the player turns. </summary>
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public Vector3 Heading { get; set; }
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public bool IsAiming { get { return m_weaponHolder.IsAiming; } }
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public Weapon CurrentWeapon { get { return m_weaponHolder.CurrentWeapon; } }
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public bool IsFiring { get { return m_weaponHolder.IsFiring; } }
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public Vector3 AimDirection { get { return m_weaponHolder.AimDirection; } }
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public bool IsAimOn { get ; set ; }
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public bool IsFireOn { get ; set ; }
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public bool IsHoldingWeapon { get { return m_weaponHolder.IsHoldingWeapon; } }
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private Coroutine m_findGroundCoroutine;
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/// <summary>Ped who is controlled by local player.</summary>
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public static Ped Instance { get { return Net.Player.Local != null ? Net.Player.Local.OwnedPed : null; } }
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/// <summary>Position of ped instance.</summary>
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public static Vector3 InstancePos { get { return Instance.transform.position; } }
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/// <summary>Is this ped controlled by local player ?</summary>
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public bool IsControlledByLocalPlayer { get { return this == Ped.Instance; } }
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void Awake()
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{
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this.PlayerModel = this.GetComponentInChildren<PedModel>();
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this.characterController = this.GetComponent<CharacterController>();
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m_weaponHolder = GetComponent<WeaponHolder> ();
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this.States = this.GetComponentsInChildren<Peds.States.BaseScriptState> ();
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this.AwakeForDamage ();
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}
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void Start()
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{
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//MySetupLocalPlayer ();
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this.StartForDamage ();
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if (null == this.CurrentState)
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this.SwitchState<Peds.States.StandState> ();
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}
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void OnEnable ()
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{
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s_allPeds.Add (this);
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}
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void OnDisable ()
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{
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s_allPeds.Remove (this);
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}
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public Peds.States.BaseScriptState GetState(System.Type type)
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{
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return this.States.FirstOrDefault (s => s.GetType ().Equals (type));
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}
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public T GetState<T>() where T : Peds.States.BaseScriptState
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{
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return (T) this.GetState(typeof(T));
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}
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public Peds.States.BaseScriptState GetStateOrLogError(System.Type type)
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{
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var state = this.GetState (type);
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if(null == state)
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Debug.LogErrorFormat ("Failed to find state: {0}", type);
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return state;
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}
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public T GetStateOrLogError<T>() where T : Peds.States.BaseScriptState
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{
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return (T) this.GetStateOrLogError(typeof(T));
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}
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public void SwitchState(System.Type type)
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{
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var state = this.GetStateOrLogError (type);
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if (null == state)
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return;
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// IState oldState = this.CurrentState;
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m_stateMachine.SwitchState (state);
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// if (oldState != state)
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// {
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// Debug.LogFormat ("Switched to state: {0}", state.GetType ().Name);
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// }
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}
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public void SwitchState<T>() where T : Peds.States.BaseScriptState
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{
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this.SwitchState(typeof(T));
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}
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internal void OnSpawn()
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{
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if (!NetStatus.IsServer)
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return;
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if (!IsGrounded) {
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FindGround ();
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}
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}
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public void Teleport(Vector3 position, Quaternion rotation) {
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if (!NetStatus.IsServer)
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return;
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if (this.IsInVehicle)
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return;
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this.transform.position = position;
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this.transform.rotation = rotation;
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this.FindGround ();
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}
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public void Teleport(Vector3 position) {
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this.Teleport (position, this.transform.rotation);
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}
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public void FindGround ()
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{
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if (m_findGroundCoroutine != null) {
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StopCoroutine (m_findGroundCoroutine);
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m_findGroundCoroutine = null;
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}
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m_findGroundCoroutine = StartCoroutine (FindGroundCoroutine ());
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}
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private IEnumerator FindGroundCoroutine()
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{
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yield return null;
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// set y pos to high value, so that higher grounds can be loaded
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this.transform.SetY (150);
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Vector3 startingPos = this.transform.position;
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// wait for loader to finish, in case he didn't
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while (!Loader.HasLoaded)
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yield return null;
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// yield until you find ground beneath or above the player, or until timeout expires
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float timeStarted = Time.time;
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int numAttempts = 1;
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while (true) {
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if (Time.time - timeStarted > 4.0f) {
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// timeout expired
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Debug.LogWarning("Failed to find ground - timeout expired");
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yield break;
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}
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// maintain starting position
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this.transform.position = startingPos;
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this.Velocity = Vector3.zero;
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RaycastHit hit;
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float raycastDistance = 1000f;
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// raycast against all layers, except player
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int raycastLayerMask = ~ LayerMask.GetMask ("Player");
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Vector3[] raycastPositions = new Vector3[]{ this.transform.position, this.transform.position + Vector3.up * raycastDistance }; //transform.position - Vector3.up * characterController.height;
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Vector3[] raycastDirections = new Vector3[]{ Vector3.down, Vector3.down };
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string[] customMessages = new string[]{ "from center", "from above" };
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for (int i = 0; i < raycastPositions.Length; i++) {
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if (Physics.Raycast (raycastPositions[i], raycastDirections[i], out hit, raycastDistance, raycastLayerMask)) {
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// ray hit the ground
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// we can move there
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this.OnFoundGround (hit, numAttempts, customMessages [i]);
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yield break;
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}
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}
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numAttempts++;
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yield return null;
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}
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}
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private void OnFoundGround(RaycastHit hit, int numAttempts, string customMessage) {
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this.transform.position = hit.point + Vector3.up * characterController.height * 1.5f;
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this.Velocity = Vector3.zero;
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Debug.LogFormat ("Found ground at {0}, distance {1}, object name {2}, num attempts {3}, {4}", hit.point, hit.distance,
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hit.transform.name, numAttempts, customMessage);
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}
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private void Update()
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{
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if (!Loader.HasLoaded)
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return;
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if (this.CurrentState != null)
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{
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this.CurrentState.UpdateState ();
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}
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if (NetStatus.IsServer)
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this.ResetIfFallingBelowTheWorld();
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// ConstrainPosition ();
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// ConstrainRotation ();
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// UpdateAnims ();
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//if (IsDrivingVehicle)
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// UpdateWheelTurning();
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// If ped falls from the map, reset him - wait, didn't we just do this above ?
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if (NetStatus.IsServer)
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{
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if (IsGrounded && transform.position.y < -50)
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{
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Vector3 t = transform.position;
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transform.position = new Vector3(t.x, 150, t.z);
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FindGround();
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}
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}
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this.UpdateDamageStuff ();
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this.Update_Net();
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if (this.CurrentState != null)
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this.CurrentState.PostUpdateState();
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}
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void LateUpdate ()
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{
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if (this.CurrentState != null)
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{
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this.CurrentState.LateUpdateState ();
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}
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}
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public void ConstrainPosition() {
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// Constrain to stay inside map
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if (transform.position.x < -3000)
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{
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var t = transform.position;
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t.x = -3000;
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transform.position = t;
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}
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if (transform.position.x > 3000)
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{
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var t = transform.position;
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t.x = 3000;
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transform.position = t;
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}
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if (transform.position.z < -3000)
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{
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var t = transform.position;
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t.z = -3000;
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transform.position = t;
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}
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if (transform.position.z > 3000)
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{
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var t = transform.position;
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t.z = 3000;
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transform.position = t;
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}
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}
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public void ConstrainRotation ()
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{
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if (IsInVehicle)
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return;
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// ped can only rotate around Y axis
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Vector3 eulers = this.transform.eulerAngles;
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if (eulers.x != 0f || eulers.z != 0f) {
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eulers.x = 0f;
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eulers.z = 0f;
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this.transform.eulerAngles = eulers;
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}
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}
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void ResetIfFallingBelowTheWorld()
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{
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// TODO: this code needs fixing
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// Reset to a valid (and solid!) start position when falling below the world
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if (transform.position.y < -300)
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{
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Velocity = new Vector3(0, 0, 0);
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Transform spawn = GameObject.Find("Player Spawns").GetComponentsInChildren<Transform>()[1];
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transform.position = spawn.position;
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transform.rotation = spawn.rotation;
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}
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}
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private void FixedUpdate()
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{
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if (!Loader.HasLoaded)
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return;
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if (this.CurrentState != null)
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{
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this.CurrentState.FixedUpdateState ();
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}
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this.FixedUpdate_Net();
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}
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public void UpdateHeading()
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{
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if (this.IsAiming && this.CurrentWeapon != null && !this.CurrentWeapon.CanTurnInDirectionOtherThanAiming) {
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// ped heading can only be the same as ped direction
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this.Heading = this.WeaponHolder.AimDirection;
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}
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// player can look only along X and Z axis
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this.Heading = this.Heading.WithXAndZ ().normalized;
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}
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public void UpdateRotation()
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{
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// rotate player towards his heading
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Vector3 forward = Vector3.RotateTowards (this.transform.forward, Heading, TurnSpeed * Time.deltaTime, 0.0f);
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this.transform.rotation = Quaternion.LookRotation(forward);
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}
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public void UpdateMovement()
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{
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// movement can only be done on X and Z axis
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this.Movement = this.Movement.WithXAndZ ();
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// change heading to match movement input
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//if (Movement.sqrMagnitude > float.Epsilon)
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//{
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// Heading = Vector3.Scale(Movement, new Vector3(1f, 0f, 1f)).normalized;
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//}
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// change velocity based on movement input and current speed extracted from anim
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float modelVel = Mathf.Abs( PlayerModel.Velocity [PlayerModel.VelocityAxis] );
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//Vector3 localMovement = this.transform.InverseTransformDirection (this.Movement);
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//Vector3 globalMovement = this.transform.TransformDirection( Vector3.Scale( localMovement, modelVel ) );
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Vector3 vDiff = this.Movement * modelVel - new Vector3(Velocity.x, 0f, Velocity.z);
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Velocity += vDiff;
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// apply gravity
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Velocity = new Vector3(Velocity.x, characterController.isGrounded
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? 0f : Velocity.y - (-Physics.gravity.y) * 2f * Time.fixedDeltaTime, Velocity.z);
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// finally, move the character
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characterController.Move(Velocity * Time.fixedDeltaTime);
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// if(!IsLocalPlayer)
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// {
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// Velocity = characterController.velocity;
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// }
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}
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public void StartFiring ()
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{
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if (!this.IsAiming)
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return;
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((Peds.States.IAimState)this.CurrentState).StartFiring();
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}
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public void StopFiring ()
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{
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if (!this.IsFiring)
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return;
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((Peds.States.IFireState)this.CurrentState).StopFiring();
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}
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public void ResetInput ()
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{
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this.ResetMovementInput ();
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this.MouseMoveInput = Vector2.zero;
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this.MouseScrollInput = Vector2.zero;
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this.IsAimOn = this.IsFireOn = false;
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}
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public void ResetMovementInput ()
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{
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this.IsWalkOn = this.IsRunOn = this.IsSprintOn = false;
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this.Movement = Vector3.zero;
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this.IsJumpOn = false;
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}
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public void OnFireButtonPressed ()
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{
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if (this.CurrentState != null)
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this.CurrentState.OnFireButtonPressed ();
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}
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public void OnAimButtonPressed ()
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{
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if (this.CurrentState != null)
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this.CurrentState.OnAimButtonPressed ();
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}
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public void OnSubmitPressed ()
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{
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if (this.CurrentState != null)
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{
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this.CurrentState.OnSubmitPressed ();
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}
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}
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public void OnJumpButtonPressed ()
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{
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if (this.CurrentState != null)
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this.CurrentState.OnJumpPressed ();
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}
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public void OnCrouchButtonPressed ()
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{
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if (this.CurrentState != null)
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this.CurrentState.OnCrouchButtonPressed ();
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}
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public void OnNextWeaponButtonPressed ()
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{
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if (this.CurrentState != null)
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this.CurrentState.OnNextWeaponButtonPressed ();
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}
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public void OnPreviousWeaponButtonPressed ()
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{
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if (this.CurrentState != null)
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this.CurrentState.OnPreviousWeaponButtonPressed ();
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}
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public void OnFlyButtonPressed ()
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{
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if (this.CurrentState != null)
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this.CurrentState.OnFlyButtonPressed ();
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}
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public void OnFlyThroughButtonPressed ()
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{
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if (this.CurrentState != null)
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this.CurrentState.OnFlyThroughButtonPressed ();
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}
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void OnDrawGizmosSelected ()
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{
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// draw heading ray
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Gizmos.color = Color.blue;
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Gizmos.DrawLine (this.transform.position, this.transform.position + this.Heading);
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// draw movement ray
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|
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Gizmos.color = Color.green;
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Gizmos.DrawLine (this.transform.position, this.transform.position + this.Movement);
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|
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}
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|
|
|
}
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} |