mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-27 06:20:17 +00:00
32c0be1af2
* wip * much faster world creation * add StaticGeometryInspector * disable child/parent logic and fading * rename * (de)activate objects based on parent * set draw distance based on layers * ... * wip * wip * wip * remove unused param * prevent concurrent modification * ... * catch exceptions when notifying * ... * notify about area, not objects * limit public access to Area * ... * ... * allow public access * add public api * adapt code * pass callback to ctor * adapt focus points * fix * fix intersection check * support rectangles * adjust parameters in prefab * this should fix IsInsideOf() * ... * ... * fix getting area by index * create area if not exists * ... * ... * ... * wip for distance levels * remove constraint on generic parameter * add some validation * fix * fix draw distance per level * change time of day in which lights are visible * add todos * don't use id for UnRegisterFocusPoint() * use hash set for storing focus points * add 1 more level * mark area for update only if visibility changes * profile WorldSystem calls * add some profiling sections * limit time per frame for LoadingThread * switch custom concurrent queue * copy jobs to buffer * rename * change max draw distance setting * wait one more frame * try to remove 801 distance level to remove holes * attempt to hide interiors, but failed * delete no longer needed script * optimization * some error checking * add camera as focus point * dont add camera as focus point in headless mode * working on load priority * fix bug - load priority finished * ... * small optimizations * ... * ... * remove unneeded variable * add fading * dont do fading in headless mode * fadeRate available in inspector * change fade rate * take into account if geometry is loaded when checking if object should be visible, and if fading should be done * small optimization * cache IsInHeadlessMode * display Instance info in inspector * move interiors up in the sky * rename * adapt code to different y pos of interiors * refactor * fix finding matched enex for enexes that lead to the same interior level * display new world stats * rename * rename class * ... * ... * extract function * extract parameters into a struct * add focus point to dead body * add focus point to vehicle * add focus point to vehicle detached parts * remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map * dont use focus points on vehicle and vehicle detached parts, when not on server * add focus point for npc peds * add possibility to set timeout during which focus point keeps revealing after it's destroyed * adapt UnRegisterFocusPoint() to timeout * rename * adapt code * cleanup MapObject class * ... * converting to `lock()` * optimize method: use 1 lock instead of 3 * call OnObjectFinishedLoading() instead of AddToLoadedObjects() * ... * make sure it's main thread * AsyncLoader is no longer thread safe * convert static members to non-static in LoadingThread * fix * ... * store indexes for each area * impl GetAreaCenter() * calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ; * add support for changing draw distance at runtime * delay setting the new value by 0.2 s * have a separate default max draw distance for mobile platforms * adjust y axis world params so that number of visible areas is reduced * remove "camera far clip plane" setting * rename * document flags * rename * disable shadow casting and receiving for some objects * allow casting shadows for LODs with large draw distance * remove "WorldSystem" layer * revert layer
175 lines
5.4 KiB
C#
175 lines
5.4 KiB
C#
using UnityEngine;
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using SanAndreasUnity.Importing.Items.Placements;
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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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namespace SanAndreasUnity.Behaviours.World
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{
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public class EntranceExitMapObject : MapObject
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{
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static List<EntranceExitMapObject> _sAllActiveObjects = new List<EntranceExitMapObject>();
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public static IReadOnlyList<EntranceExitMapObject> AllActiveObjects => _sAllActiveObjects;
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Coroutine m_animateArrowCoroutine;
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public float minArrowPos = -1f;
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public float maxArrowPos = 1f;
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public Transform arrowTransform;
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public float arrowMoveSpeed = 0.3f;
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public static EntranceExitMapObject Create(EntranceExit info)
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{
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var obj = Create<EntranceExitMapObject>(Cell.Instance.enexPrefab);
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obj.Initialize(info);
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return obj;
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}
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public EntranceExit Info { get; private set; }
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void Initialize(EntranceExit info)
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{
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Info = info;
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name = string.Format("ENEX ({0})", info.Name);
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float height = 2f;
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this.Initialize(
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Cell.Instance.GetPositionBasedOnInteriorLevel(
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info.EntrancePos + Vector3.up * height * 0.5f,
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info.TargetInterior),
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Quaternion.identity);
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gameObject.SetActive(false);
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gameObject.isStatic = true;
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// collider
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var collider = gameObject.GetComponent<BoxCollider>();
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collider.size = new Vector3(info.Size.x, height, info.Size.y);
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collider.isTrigger = true;
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// need rigid body for detecting collisions
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var rb = gameObject.GetComponent<Rigidbody>();
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rb.mass = 0f;
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rb.isKinematic = true;
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this.SetDrawDistance(100f);
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}
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void OnEnable()
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{
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_sAllActiveObjects.Add(this);
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m_animateArrowCoroutine = this.StartCoroutine(this.AnimateArrow());
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}
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void OnDisable()
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{
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_sAllActiveObjects.Remove(this);
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if (m_animateArrowCoroutine != null)
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this.StopCoroutine(m_animateArrowCoroutine);
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m_animateArrowCoroutine = null;
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}
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void OnDrawGizmosSelected()
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{
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Utilities.F.HandlesDrawText(this.transform.position, this.name, Color.yellow);
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}
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protected override void OnLoad()
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{
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//Debug.LogFormat("OnLoad() - {0}", this.gameObject.name);
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}
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protected override void OnShow()
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{
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//Debug.LogFormat("OnShow() - {0}", this.gameObject.name);
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this.gameObject.SetActive(true);
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}
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void OnTriggerEnter(Collider collider)
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{
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//Debug.LogFormat("OnTriggerEnter() - with {0}", collider.gameObject.name);
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var ped = collider.gameObject.GetComponent<Ped>();
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if (ped != null)
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ped.OnStartCollidingWithEnex(this);
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}
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void OnTriggerExit(Collider collider)
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{
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//Debug.LogFormat("OnTriggerExit() - with {0}", collider.gameObject.name);
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var ped = collider.gameObject.GetComponent<Ped>();
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if (ped != null)
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ped.OnStopCollidingWithEnex(this);
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}
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System.Collections.IEnumerator AnimateArrow()
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{
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// place arrow at center
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float center = (this.minArrowPos + this.maxArrowPos) * 0.5f;
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this.arrowTransform.localPosition = this.arrowTransform.localPosition.WithY(center);
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yield return null;
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// move arrow up/down
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// set initial sign (direction of movement)
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float sign = Mathf.Sign(Random.Range(-1f, 1f));
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while (true)
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{
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float y = this.arrowTransform.localPosition.y;
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y += sign * this.arrowMoveSpeed * Time.deltaTime;
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if (y >= this.maxArrowPos || y <= this.minArrowPos)
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{
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// clamp
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y = Mathf.Clamp(y, this.minArrowPos, this.maxArrowPos);
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// flip direction
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sign = - sign;
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}
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this.arrowTransform.localPosition = this.arrowTransform.localPosition.WithY(y);
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yield return null;
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}
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}
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public EntranceExit FindMatchingEnex()
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{
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EntranceExit firstMatchingWithDifferentInterior = null;
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EntranceExit firstMatchingWithSameInterior = null;
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foreach (var enex in Importing.Items.Item.Enexes)
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{
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if (firstMatchingWithDifferentInterior != null && firstMatchingWithSameInterior != null) // both are found
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continue;
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if (enex.Name != this.Info.Name)
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continue;
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if (enex == this.Info)
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continue;
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if (null == firstMatchingWithDifferentInterior && enex.TargetInterior != this.Info.TargetInterior)
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firstMatchingWithDifferentInterior = enex;
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if (null == firstMatchingWithSameInterior && enex.TargetInterior == this.Info.TargetInterior)
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firstMatchingWithSameInterior = enex;
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}
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return firstMatchingWithDifferentInterior ?? firstMatchingWithSameInterior;
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}
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}
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}
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