mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 20:43:04 +00:00
834 lines
22 KiB
C#
834 lines
22 KiB
C#
using SanAndreasUnity.Importing.Conversion;
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using SanAndreasUnity.Importing.Items;
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using SanAndreasUnity.Importing.Items.Definitions;
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using SanAndreasUnity.Importing.Weapons;
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using SanAndreasUnity.Utilities;
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using SanAndreasUnity.Behaviours.Weapons;
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using UnityEngine;
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using System.Linq;
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using System.Collections.Generic;
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using SanAndreasUnity.Importing.Animation;
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using System.Reflection;
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using SanAndreasUnity.Net;
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namespace SanAndreasUnity.Behaviours
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{
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public static class WeaponSlot
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{
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public static readonly int Hand = 0,
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Melee = 1,
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Pistol = 2,
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Shotgun = 3,
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Submachine = 4, // uzi, mp5, tec9
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Machine = 5, // ak47, m4
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Rifle = 6,
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Heavy = 7, // rocket launcher, flame thrower, minigun
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SatchelCharge = 8,
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Misc = 9, // spraycan, extinguisher, camera
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Misc2 = 10, // dildo, vibe, flowers, cane
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Special = 11, // parachute, goggles
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Detonator = 12,
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Count = 13;
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}
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public static class WeaponId
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{
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public static readonly int Pistol = 346;
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public static readonly int PistolSilenced = 347;
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public static readonly int DesertEagle = 348;
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public static readonly int Shotgun = 349;
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public static readonly int SawnOff = 350;
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public static readonly int SPAS12 = 351;
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public static readonly int MicroUzi = 352;
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public static readonly int Tec9 = 372;
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public static readonly int MP5 = 353;
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public static readonly int AK47 = 355;
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public static readonly int M4 = 356;
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public static readonly int CountryRifle = 357;
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public static readonly int SniperRifle = 358;
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public static readonly int RocketLauncher = 359;
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public static readonly int RocketLauncherHS = 360;
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public static readonly int FlameThrower = 361;
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public static readonly int MiniGun = 362;
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}
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// public class WeaponData
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// {
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// public string type = "";
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// public string fireType = "";
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// public float targetRange = 0;
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// public float weaponRange = 0;
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// public int modelId = -1;
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// public int slot = -1;
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// public AnimGroup animGroup = AnimGroup.None;
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// public int clipCapacity = 0;
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// public int damage = 0;
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// }
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public struct WeaponAttackParams
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{
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public List<int> LayersToIgnoreWhenRaycasting { get; set; }
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public List<GameObject> GameObjectsToIgnoreWhenRaycasting { get; set; }
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public static WeaponAttackParams Default { get => new WeaponAttackParams(); }
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}
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public class Weapon : MonoBehaviour
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{
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private WeaponDef definition = null;
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public WeaponDef Definition { get { return this.definition; } }
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private WeaponData data = null;
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public WeaponData Data { get { return this.data; } }
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private WeaponData.GunAimingOffset gunAimingOffset;
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public WeaponData.GunAimingOffset GunAimingOffset { get { return this.gunAimingOffset; } }
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public int SlotIndex { get { return this.Data.weaponslot; } }
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public bool IsGun { get { return this.data.gunData != null; } }
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public int AmmoClipSize { get { return this.data.gunData != null ? this.data.gunData.ammoClip : 0 ; } }
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public int AmmoInClip { get => m_netWeapon.AmmoInClip; set => m_netWeapon.AmmoInClip = value; }
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public int AmmoOutsideOfClip { get => m_netWeapon.AmmoOutsideOfClip; set => m_netWeapon.AmmoOutsideOfClip = value; }
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public int TotalAmmo { get { return this.AmmoInClip + this.AmmoOutsideOfClip; } }
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public Texture2D HudTexture { get; private set; }
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protected Ped m_ped => this.PedOwner;
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public Ped PedOwner { get { return m_netWeapon.PedOwner; } internal set { m_netWeapon.PedOwner = value; } }
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private static List<System.Type> s_weaponTypes = new List<System.Type> ();
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protected WeaponsManager WeaponsSettings { get { return WeaponsManager.Instance; } }
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private static GameObject s_weaponsContainer = null;
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public static Texture2D CrosshairTexture { get; set; }
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public static Texture2D RocketCrosshairTexture { get; set; }
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public static Texture2D FistTexture { get; set; }
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public AnimationState AimAnimState { get; set; }
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private float m_aimAnimTimeForAimWithArmWeapon = 0f;
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//public bool IsInsideFireAnim { get { return this.AimAnimState != null && this.AimAnimState.enabled && this.AimAnimState.time > this.AimAnimMaxTime; } }
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public Transform GunFlash { get; private set; }
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public float LastTimeWhenFired { get; protected set; } = float.NegativeInfinity;
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public float TimeSinceFired => Time.time - this.LastTimeWhenFired;
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// weapon sounds are located in SFX -> GENRL -> BANK 137
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// these indexes represent indexes of sounds in that bank
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public static Dictionary<int, int> weaponSoundIndexes = new Dictionary<int, int>() {
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{WeaponId.Pistol, 6}, // not correct
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{WeaponId.PistolSilenced, 24},
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{WeaponId.DesertEagle, 6},
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{WeaponId.Shotgun, 21},
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{WeaponId.SawnOff, 21},
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{WeaponId.SPAS12, 22},
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{WeaponId.Tec9, 1},
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{WeaponId.MicroUzi, 0},
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{WeaponId.MP5, 18},
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{WeaponId.AK47, 4},
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{WeaponId.M4, 3},
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{WeaponId.CountryRifle, 26},
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{WeaponId.SniperRifle, 26},
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{WeaponId.MiniGun, 11},
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// {WeaponId.RocketLauncher, 68},
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// {WeaponId.RocketLauncherHS, 68},
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};
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static Dictionary<int, AudioClip> s_loadedAudioClips = new Dictionary<int, AudioClip>();
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// used to play weapon sound
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AudioSource m_audioSource;
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NetworkedWeapon m_netWeapon;
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public NetworkedWeapon NetWeapon => m_netWeapon;
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// "size of the array determines how many raycasts will occur" - I don't think this is true
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static readonly RaycastHit[] s_raycastHitBuffer = new RaycastHit[100];
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WeaponAttackParams m_lastRaycastWeaponAttackParams = WeaponAttackParams.Default;
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static readonly HashSet<int> s_weaponsUsingProjectile = new HashSet<int>()
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{
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WeaponId.RocketLauncher,
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WeaponId.RocketLauncherHS,
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};
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static Weapon ()
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{
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// obtain all weapon types
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var myType = typeof (Weapon);
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foreach (Assembly a in System.AppDomain.CurrentDomain.GetAssemblies())
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{
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s_weaponTypes.AddRange (a.GetTypes ().Where (t => t.IsSubclassOf (myType)));
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}
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}
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public static Weapon Create (int modelId, Ped initialPedOwner)
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{
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NetStatus.ThrowIfNotOnServer();
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WeaponDef def;
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WeaponData weaponData;
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GameObject go = CreatePart1(modelId, null, out def, out weaponData);
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if (null == go)
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return null;
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// asign syncvars before spawning it
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var networkedWeapon = go.GetComponentOrThrow<NetworkedWeapon>();
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networkedWeapon.ModelId = modelId;
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networkedWeapon.PedOwner = initialPedOwner;
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// spawn game object here
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NetManager.Spawn(go);
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Weapon weapon = CreatePart2(go, def, weaponData);
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if (initialPedOwner != null)
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initialPedOwner.WeaponHolder.AddWeapon(weapon);
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return weapon;
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}
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static GameObject CreatePart1(int modelId, GameObject go, out WeaponDef def, out WeaponData weaponData)
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{
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def = null;
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weaponData = null;
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def = Item.GetDefinition<WeaponDef> (modelId);
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if (null == def)
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return null;
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var defCopyRef = def;
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weaponData = WeaponData.LoadedWeaponsData.FirstOrDefault (wd => wd.modelId1 == defCopyRef.Id);
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if (null == weaponData)
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return null;
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var geoms = Geometry.Load (def.ModelName, def.TextureDictionaryName);
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if (null == geoms)
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return null;
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if (null == s_weaponsContainer) {
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s_weaponsContainer = new GameObject ("Weapons");
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// weaponsContainer.SetActive (false);
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}
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if (null == go)
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go = Object.Instantiate(WeaponsManager.Instance.weaponPrefab);
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go.name = def.ModelName;
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go.transform.SetParent (s_weaponsContainer.transform);
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geoms.AttachFrames (go.transform, MaterialFlags.Default);
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return go;
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}
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static Weapon CreatePart2(GameObject go, WeaponDef def, WeaponData weaponData)
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{
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int modelId = def.Id;
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Weapon weapon = AddWeaponComponent (go, weaponData);
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weapon.definition = def;
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weapon.data = weaponData;
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// cache gun aiming offset
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if (weapon.data.gunData != null)
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weapon.gunAimingOffset = weapon.data.gunData.aimingOffset;
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// load hud texture
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try {
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weapon.HudTexture = TextureDictionary.Load( def.TextureDictionaryName ).GetDiffuse( def.TextureDictionaryName + "icon" ).Texture;
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} catch {
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Debug.LogErrorFormat ("Failed to load hud icon for weapon: model {0}, txd {1}", def.ModelName, def.TextureDictionaryName);
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}
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// weapon sound
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F.RunExceptionSafe (() => {
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if (weaponSoundIndexes.ContainsKey (modelId))
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{
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var audioSource = go.GetOrAddComponent<AudioSource> ();
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audioSource.playOnAwake = false;
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AudioClip audioClip = null;
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if (s_loadedAudioClips.ContainsKey(modelId))
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{
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audioClip = s_loadedAudioClips[modelId];
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}
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else
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{
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audioClip = Audio.AudioManager.CreateAudioClipFromSfx ("GENRL", 136, weaponSoundIndexes [modelId]);
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s_loadedAudioClips[modelId] = audioClip;
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}
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audioSource.clip = audioClip;
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weapon.m_audioSource = audioSource;
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}
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});
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weapon.InitWeapon();
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return weapon;
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}
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internal static void OnWeaponCreatedByServer(NetworkedWeapon networkedWeapon)
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{
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WeaponDef def;
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WeaponData weaponData;
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GameObject go = CreatePart1(networkedWeapon.ModelId, networkedWeapon.gameObject, out def, out weaponData);
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if (null == go)
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return;
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Weapon weapon = CreatePart2(go, def, weaponData);
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weapon.AssignGunFlashTransform();
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if (weapon.PedOwner != null)
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weapon.PedOwner.WeaponHolder.AddWeapon(weapon);
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}
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private static Weapon AddWeaponComponent (GameObject go, WeaponData data)
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{
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// find type which inherits Weapon class, and whose name matches the one in data
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string typeName = data.weaponType.Replace ("_", "");
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var type = s_weaponTypes.Where (t => 0 == string.Compare (t.Name, typeName, true)).FirstOrDefault ();
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if (type != null) {
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return (Weapon)go.AddComponent (type);
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} else {
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return go.AddComponent<Weapon> ();
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}
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}
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public bool HasFlag( GunFlag gunFlag ) {
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if (this.data != null && this.data.gunData != null)
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return this.data.gunData.HasFlag (gunFlag);
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return false;
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}
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public static string ExtractAnimGroupName(string assocGroupId)
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{
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if( assocGroupId.EndsWith( "bad" ) )
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return assocGroupId.Substring( 0, assocGroupId.Length - 3 );
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if( assocGroupId.EndsWith( "pro" ) )
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return assocGroupId.Substring( 0, assocGroupId.Length - 3 );
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return assocGroupId;
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}
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protected virtual void Awake ()
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{
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m_netWeapon = this.GetComponentOrThrow<NetworkedWeapon>();
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this.AssignGunFlashTransform();
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}
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/// <summary>
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/// Called after creating a weapon and assigning it's parameters, such are WeaponData and HUD texture.
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/// Use this method to assign aim animations and timings, or initialize anything else related to weapon.
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/// </summary>
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protected virtual void InitWeapon()
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{
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// set default weapon anims and other params
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string animGroup = ExtractAnimGroupName( this.Data.gunData.AssocGroupId );
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this.CanCrouchAim = this.HasFlag( GunFlag.CROUCHFIRE );
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if( this.HasFlag( GunFlag.CROUCHFIRE ) )
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this.CrouchAimAnim = new AnimId( animGroup, animGroup + "_crouchfire" );
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else
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this.CrouchAimAnim = new AnimId( "RIFLE", "RIFLE_crouchfire" );
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this.CrouchAimAnimMaxTime = WeaponsManager.ConvertAnimTime (this.Data.gunData.animLoop2Start);
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this.CrouchAimAnimFireMaxTime = WeaponsManager.ConvertAnimTime (this.Data.gunData.animLoop2End);
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this.CrouchSpineRotationOffset = WeaponsSettings.crouchSpineRotationOffset;
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this.FiresProjectile = s_weaponsUsingProjectile.Contains(this.Data.modelId1);
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if (this.FiresProjectile)
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{
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this.ProjectilePrefab = WeaponsSettings.projectilePrefab;
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this.ReloadTime = WeaponsSettings.projectileReloadTime;
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}
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}
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protected virtual void Start ()
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{
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}
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protected virtual void Update ()
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{
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if (WeaponsSettings.drawLineFromGun)
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{
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if (m_ped != null && m_ped.CurrentWeapon == this)
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{
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Vector3 start, end;
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this.GetLineFromGun (out start, out end, m_lastRaycastWeaponAttackParams);
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GLDebug.DrawLine (start, end, Color.red, 0, true);
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}
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}
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}
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public virtual bool CanSprintWithIt {
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get {
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if (this.HasFlag (GunFlag.AIMWITHARM))
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return true;
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if (this.SlotIndex == WeaponSlot.Heavy || this.SlotIndex == WeaponSlot.Machine || this.SlotIndex == WeaponSlot.Rifle
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|| this.SlotIndex == WeaponSlot.Shotgun)
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return false;
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return true;
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}
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}
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public bool IsHeavy { get { return this.HasFlag (GunFlag.HEAVY); } }
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public bool CanCrouchAim { get; set; }
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public virtual bool CanTurnInDirectionOtherThanAiming {
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get {
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if (this.HasFlag (GunFlag.AIMWITHARM))
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return true;
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return false;
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}
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}
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public virtual AnimId IdleAnim {
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get {
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if (this.HasFlag (GunFlag.AIMWITHARM)) {
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return new AnimId (AnimGroup.WalkCycle, AnimIndex.Idle);
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} else {
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return new AnimId (AnimGroup.MyWalkCycle, AnimIndex.IdleArmed);
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}
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}
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}
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public virtual AnimId WalkAnim {
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get {
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if (this.HasFlag (GunFlag.AIMWITHARM)) {
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return new AnimId (AnimGroup.WalkCycle, AnimIndex.Walk);
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} else {
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return new AnimId (AnimGroup.Gun, AnimIndex.WALK_armed);
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}
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}
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}
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public virtual AnimId RunAnim {
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get {
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if (this.HasFlag (GunFlag.AIMWITHARM)) {
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return new AnimId (AnimGroup.WalkCycle, AnimIndex.Run);
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} else {
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return new AnimId (AnimGroup.Gun, AnimIndex.run_armed);
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}
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}
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}
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public virtual AnimId GetAnimBasedOnMovement (bool canSprint)
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{
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Ped ped = m_ped;
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if (ped.IsRunOn) {
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return this.RunAnim;
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} else if (ped.IsWalkOn) {
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return this.WalkAnim;
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} else if (ped.IsSprintOn) {
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if (canSprint) {
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return new AnimId (AnimGroup.MyWalkCycle, AnimIndex.sprint_civi);
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} else {
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return this.IdleAnim;
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}
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} else {
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// player is standing
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return this.IdleAnim;
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}
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}
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public virtual AnimId AimAnim {
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get {
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return new AnimId (AnimGroup.Rifle, AnimIndex.RIFLE_fire);
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}
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}
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public virtual AnimId AimAnimLowerPart
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{
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get
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{
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return new AnimId(AnimGroup.MyWalkCycle, AnimIndex.GUN_STAND);
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}
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}
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public AnimId CrouchAimAnim { get; set; }
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public virtual float AimAnimMaxTime {
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get {
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return Weapons.WeaponsManager.ConvertAnimTime (this.data.gunData.animLoopStart);
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}
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}
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public virtual float AimAnimFireMaxTime {
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get {
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return Weapons.WeaponsManager.ConvertAnimTime (this.data.gunData.animLoopEnd);
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}
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}
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public float CrouchAimAnimMaxTime { get; set; }
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public float CrouchAimAnimFireMaxTime { get; set; }
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public virtual float GunFlashDuration {
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get {
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return Weapons.WeaponsManager.Instance.GunFlashDuration;
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}
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}
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public Vector3 CrouchSpineRotationOffset { get; set; }
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/// <summary>
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/// True if weapon doesn't inflict damage instantly, but instead fires a projectile.
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/// </summary>
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public bool FiresProjectile { get; set; } = false;
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public GameObject ProjectilePrefab { get; set; }
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public float ReloadTime { get; set; } = 0;
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// TODO: this function should be removed, and new one should be created: OnAnimsUpdated
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public virtual void UpdateAnimWhileHolding ()
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{
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Ped ped = m_ped;
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ped.PlayerModel.PlayAnim (this.GetAnimBasedOnMovement (this.CanSprintWithIt));
|
|
}
|
|
|
|
void AssignGunFlashTransform()
|
|
{
|
|
this.GunFlash = this.transform.FindChildRecursive("gunflash");
|
|
}
|
|
|
|
public virtual void EnableOrDisableGunFlash ()
|
|
{
|
|
|
|
if (null == this.GunFlash)
|
|
return;
|
|
|
|
// enable/disable gun flash
|
|
|
|
Ped ped = m_ped;
|
|
|
|
bool shouldBeVisible = false;
|
|
|
|
if (ped != null && ped.IsFiring)
|
|
{
|
|
if (AimAnimState != null && AimAnimState.enabled) {
|
|
// aim anim is being played
|
|
|
|
if (AimAnimState.time.BetweenExclusive (this.AimAnimMaxTime, this.AimAnimMaxTime + this.GunFlashDuration)) {
|
|
// muzzle flash should be visible
|
|
shouldBeVisible = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
this.GunFlash.gameObject.SetActive (shouldBeVisible);
|
|
|
|
}
|
|
|
|
public virtual void UpdateGunFlashRotation ()
|
|
{
|
|
|
|
if (null == this.GunFlash)
|
|
return;
|
|
|
|
if (!this.GunFlash.gameObject.activeInHierarchy)
|
|
return;
|
|
|
|
float randomFactor = Random.Range (0.75f, 1.25f);
|
|
float delta = WeaponsManager.Instance.GunFlashRotationSpeed * Time.deltaTime * randomFactor;
|
|
|
|
this.GunFlash.rotation *= Quaternion.AngleAxis (delta, Vector3.right);
|
|
|
|
}
|
|
|
|
|
|
#region Firing
|
|
|
|
public float MaxRange { get { return this.Data.weaponRange; } }
|
|
|
|
public float Damage { get { return this.Data.gunData.damage; } }
|
|
|
|
public virtual void PlayFireSound ()
|
|
{
|
|
|
|
if (m_audioSource && m_audioSource.clip)
|
|
{
|
|
if(!m_audioSource.isPlaying)
|
|
{
|
|
// int bankIndex = weaponSoundIndexes [this.Definition.Id];
|
|
|
|
// Audio.AudioManager.SfxGENRL137Timings [bankIndex];
|
|
|
|
// int startTimeMs = 0;
|
|
// int endTimeMs = 0;
|
|
//
|
|
// float startTime = startTimeMs / 1000f;
|
|
// float endTime = endTimeMs / 1000f;
|
|
|
|
// Debug.LogFormat("playing weapon sound, start time {0}, end time {1}, bank index {2}", startTime, endTime, bankIndex);
|
|
|
|
// m_audioSource.Stop();
|
|
// m_audioSource.time = startTime;
|
|
// m_audioSource.Play();
|
|
// m_audioSource.SetScheduledEndTime( AudioSettings.dspTime + (endTime - startTime) );
|
|
|
|
// Debug.LogFormat("playing weapon sound");
|
|
m_audioSource.Stop();
|
|
m_audioSource.time = 0f;
|
|
m_audioSource.Play();
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
public void FireProjectile (WeaponAttackParams parameters)
|
|
{
|
|
this.FireProjectile(this.GetFirePos(), this.GetFireDir(parameters), parameters);
|
|
}
|
|
|
|
public virtual void FireProjectile (Vector3 firePos, Vector3 fireDir, WeaponAttackParams parameters)
|
|
{
|
|
|
|
this.LastTimeWhenFired = Time.time;
|
|
|
|
if (this.FiresProjectile)
|
|
{
|
|
Projectile.Create(this.ProjectilePrefab, firePos, Quaternion.LookRotation(fireDir), null);
|
|
return;
|
|
}
|
|
|
|
// raycast against all (non-breakable ?) objects
|
|
|
|
RaycastHit hit;
|
|
if (this.ProjectileRaycast (firePos, fireDir, out hit, parameters))
|
|
{
|
|
// if target object has damageable script, inflict damage to it
|
|
|
|
var damageable = hit.collider.gameObject.GetComponentInParent<Damageable> ();
|
|
if (damageable)
|
|
{
|
|
// ray hit something that can be damaged
|
|
// damage it
|
|
|
|
// first check if target object is owner ped
|
|
if (m_ped != null && m_ped.gameObject == damageable.gameObject)
|
|
{
|
|
// ray hit owner ped
|
|
// don't do anything
|
|
}
|
|
else
|
|
{
|
|
damageable.Damage(new DamageInfo()
|
|
{
|
|
amount = this.Damage,
|
|
raycastHitTransform = hit.collider.transform,
|
|
hitPoint = hit.point,
|
|
hitNormal = hit.normal,
|
|
attacker = m_ped,
|
|
});
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
public bool ProjectileRaycast (Vector3 source, Vector3 dir, out RaycastHit hit, WeaponAttackParams parameters)
|
|
{
|
|
m_lastRaycastWeaponAttackParams = parameters;
|
|
|
|
|
|
if (null == parameters.GameObjectsToIgnoreWhenRaycasting)
|
|
return Physics.Raycast(source, dir, out hit, this.MaxRange, WeaponsManager.Instance.projectileRaycastMask);
|
|
|
|
|
|
int numHits = Physics.RaycastNonAlloc (source, dir, s_raycastHitBuffer, this.MaxRange, WeaponsManager.Instance.projectileRaycastMask);
|
|
|
|
if (numHits < 1)
|
|
{
|
|
hit = new RaycastHit();
|
|
return false;
|
|
}
|
|
|
|
// "Note that the order of the results is undefined"
|
|
// - that's why we need to search for closest hit
|
|
|
|
var validHits = s_raycastHitBuffer
|
|
.Take(numHits)
|
|
.Where(h => h.collider != null && !ShouldIgnoreObjectWhenRaycasting(h.collider, parameters));
|
|
|
|
if (!validHits.Any())
|
|
{
|
|
hit = new RaycastHit();
|
|
return false;
|
|
}
|
|
|
|
hit = validHits.Aggregate((h1, h2) => h1.distance <= h2.distance ? h1 : h2);
|
|
|
|
return true;
|
|
}
|
|
|
|
private static bool ShouldIgnoreObjectWhenRaycasting(Collider collider, WeaponAttackParams parameters)
|
|
{
|
|
if (!parameters.LayersToIgnoreWhenRaycasting.Contains(collider.gameObject.layer))
|
|
return false;
|
|
|
|
if (parameters.GameObjectsToIgnoreWhenRaycasting.Exists(go => go == collider.gameObject))
|
|
return true;
|
|
|
|
if (parameters.GameObjectsToIgnoreWhenRaycasting.Exists(go => go.transform.IsParentOf(collider.transform)))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
public void GetLineFromGun (out Vector3 start, out Vector3 end, WeaponAttackParams parameters)
|
|
{
|
|
float distance = this.MaxRange;
|
|
Vector3 firePos = this.GetFirePos ();
|
|
Vector3 fireDir = this.GetFireDir (parameters);
|
|
RaycastHit hit;
|
|
if (this.ProjectileRaycast (firePos, fireDir, out hit, parameters))
|
|
{
|
|
distance = hit.distance;
|
|
}
|
|
|
|
start = firePos;
|
|
end = firePos + fireDir * distance;
|
|
}
|
|
|
|
Vector3 GetFirePos()
|
|
{
|
|
return m_ped != null ? m_ped.FirePosition : this.GetFirePosWithoutPed();
|
|
}
|
|
|
|
public Vector3 GetFirePosWithoutPed ()
|
|
{
|
|
Vector3 firePos;
|
|
|
|
if (this.GunFlash != null)
|
|
firePos = this.GunFlash.transform.position;
|
|
else if (this.Data.gunData != null)
|
|
firePos = this.transform.TransformPoint (this.Data.gunData.fireOffset);
|
|
else
|
|
firePos = this.transform.position;
|
|
|
|
return firePos;
|
|
}
|
|
|
|
Vector3 GetFireDir (WeaponAttackParams parameters)
|
|
{
|
|
if (m_ped != null)
|
|
{
|
|
return m_ped.FireDirection;
|
|
}
|
|
else
|
|
{
|
|
return this.GetFireDirWithoutPed();
|
|
}
|
|
}
|
|
|
|
public Vector3 GetFireDirWithoutPed()
|
|
{
|
|
if (this.GunFlash)
|
|
return this.GunFlash.transform.right;
|
|
else
|
|
return this.transform.right;
|
|
}
|
|
|
|
#endregion
|
|
|
|
|
|
public virtual void OnDrawGizmosSelected ()
|
|
{
|
|
// draw rays from gun
|
|
|
|
|
|
Vector3 firePos = this.GetFirePos ();
|
|
|
|
// ray based on transform
|
|
Gizmos.color = Color.yellow;
|
|
GizmosDrawCastedRay (firePos, this.transform.right);
|
|
|
|
// ray based on gun flash transform
|
|
if (this.GunFlash != null)
|
|
{
|
|
Gizmos.color = F.OrangeColor;
|
|
GizmosDrawCastedRay (firePos, this.GunFlash.transform.right);
|
|
}
|
|
|
|
// ray based on aiming direction
|
|
if (m_ped != null)
|
|
{
|
|
Gizmos.color = Color.red;
|
|
GizmosDrawCastedRay (firePos, m_ped.WeaponHolder.AimDirection);
|
|
}
|
|
|
|
// ray based on firing direction
|
|
Gizmos.color = Color.black;
|
|
GizmosDrawCastedRay (firePos, this.GetFireDir (WeaponAttackParams.Default));
|
|
|
|
}
|
|
|
|
public void GizmosDrawCastedRay (Vector3 source, Vector3 dir)
|
|
{
|
|
float distance = 100f;
|
|
RaycastHit hit;
|
|
if (this.ProjectileRaycast (source, dir, out hit, WeaponAttackParams.Default))
|
|
{
|
|
distance = hit.distance;
|
|
}
|
|
|
|
Gizmos.DrawLine (source, source + dir * distance);
|
|
}
|
|
|
|
}
|
|
|
|
}
|