mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 20:43:04 +00:00
739 lines
No EOL
20 KiB
C#
739 lines
No EOL
20 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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[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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public static IEnumerable<Ped> AllPedsEnumerable => s_allPeds;
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public static int NumPeds => s_allPeds.Count;
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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 CharacterController characterController { get; private set; }
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public float CameraDistance { get { return PedManager.Instance.cameraDistanceFromPed; } set { PedManager.Instance.cameraDistanceFromPed = value; } }
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public float CameraDistanceVehicle { get { return VehicleManager.Instance.cameraDistanceFromVehicle; } set { VehicleManager.Instance.cameraDistanceFromVehicle = value; } }
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// used for clamping camera rotation
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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 static int LayerMask { get { return UnityEngine.LayerMask.GetMask ("Player"); } }
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public static readonly string PedBoneLayerName = "PedBone";
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public static int PedBoneLayerMask { get { return UnityEngine.LayerMask.GetMask(PedBoneLayerName); } }
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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; } set => m_weaponHolder.AimDirection = value; }
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public Vector3 FirePosition => this.CurrentState is Peds.States.IAimState ? ((Peds.States.IAimState) this.CurrentState).GetFirePosition() : this.transform.position;
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public Vector3 FireDirection => this.CurrentState is Peds.States.IAimState ? ((Peds.States.IAimState) this.CurrentState).GetFireDirection() : this.transform.forward;
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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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public EntranceExitMapObject CurrentCollidingEnex { get; private set; }
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public Importing.Items.Placements.EntranceExit FirstEnex { get; private set; }
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public Importing.Items.Placements.EntranceExit SecondEnex { get; private set; }
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Importing.Items.Placements.EntranceExit m_enexToIgnoreNextCollision;
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private Coroutine m_findGroundCoroutine;
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public struct FindGroundParams
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{
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public bool tryFromAbove;
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public float raycastDistance;
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public FindGroundParams(bool tryFromAbove = true, float raycastDistance = 1000)
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{
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this.tryFromAbove = tryFromAbove;
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this.raycastDistance = raycastDistance;
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}
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public static FindGroundParams DefaultBasedOnLoadedWorld => new FindGroundParams((null == Cell.Instance || Cell.Instance.HasExterior));
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}
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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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public string DescriptionForLogging => "(netId = " + this.netId + ")";
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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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this.Awake_Net();
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}
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void Start()
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{
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//MySetupLocalPlayer ();
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this.Start_Net();
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this.StartForDamage ();
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if (NetStatus.IsServer)
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{
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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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// register Cell focus point
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if (this.Cell != null)
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{
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if (NetStatus.IsServer)
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{
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// only register if this ped is owned by some player
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if (Player.GetOwningPlayer(this) != null)
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this.Cell.focusPoints.AddIfNotPresent(this.transform);
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}
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else if (NetStatus.IsClientActive())
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{
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// only register if this ped is owned by local player
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// TODO: IsControlledByLocalPlayer may not return true, because syncvar in Player script may
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// not be updated yet
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if (this.IsControlledByLocalPlayer)
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this.Cell.focusPoints.AddIfNotPresent(this.transform);
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}
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}
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if (!NetStatus.IsServer)
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{
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// destroy OutOfRangeDestroyer on clients - server should handle destroying peds which are not in range
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this.gameObject.DestroyComponent<OutOfRangeDestroyer>();
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}
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// find ground
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if (NetStatus.IsServer)
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{
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if (!this.IsGrounded)
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{
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this.FindGround (FindGroundParams.DefaultBasedOnLoadedWorld);
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}
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}
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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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public void Teleport(Vector3 position, Quaternion rotation, FindGroundParams parameters) {
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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.Heading = rotation.TransformDirection(Vector3.forward);
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this.FindGround (parameters);
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}
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public void Teleport(Vector3 position, Quaternion rotation)
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{
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this.Teleport(position, rotation, FindGroundParams.DefaultBasedOnLoadedWorld);
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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 (FindGroundParams parameters)
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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 (parameters));
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}
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private IEnumerator FindGroundCoroutine(FindGroundParams parameters)
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{
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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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yield return null;
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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.LogWarningFormat("Failed to find ground for ped {0} - timeout expired", this.DescriptionForLogging);
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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 = parameters.raycastDistance;
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// raycast against all layers, except player
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int raycastLayerMask = ~ Ped.LayerMask;
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var raycastPositions = new List<Vector3>{ this.transform.position }; //transform.position - Vector3.up * characterController.height;
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var raycastDirections = new List<Vector3>{ Vector3.down };
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var customMessages = new List<string>{ "from center" };
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if (parameters.tryFromAbove)
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{
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raycastPositions.Add (this.transform.position + Vector3.up * raycastDistance);
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raycastDirections.Add (Vector3.down);
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customMessages.Add ("from above");
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}
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for (int i = 0; i < raycastPositions.Count; 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 + 0.1f);
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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}, ped {5}", hit.point, hit.distance,
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hit.transform.name, numAttempts, customMessage, this.DescriptionForLogging);
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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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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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/*
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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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}
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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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if (this.IsInVehicle)
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return;
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if (!this.IsGrounded && this.transform.position.y < -300 && this.Velocity.y < -20)
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{
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// set velocity to 0
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this.Velocity = Vector3.zero;
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// restore ped to higher position, and try to find ground
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Vector3 t = this.transform.position;
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t.y = 150;
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this.transform.position = t;
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this.FindGround(new FindGroundParams());
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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, PedManager.Instance.pedTurnSpeed * 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();
|
|
}
|
|
|
|
public void StopFiring ()
|
|
{
|
|
if (!this.IsFiring)
|
|
return;
|
|
|
|
((Peds.States.IFireState)this.CurrentState).StopFiring();
|
|
}
|
|
|
|
|
|
public void ResetInput ()
|
|
{
|
|
this.ResetMovementInput ();
|
|
this.MouseMoveInput = Vector2.zero;
|
|
this.MouseScrollInput = Vector2.zero;
|
|
this.IsAimOn = this.IsFireOn = false;
|
|
}
|
|
|
|
public void ResetMovementInput ()
|
|
{
|
|
this.IsWalkOn = this.IsRunOn = this.IsSprintOn = false;
|
|
this.Movement = Vector3.zero;
|
|
this.IsJumpOn = false;
|
|
}
|
|
|
|
public void OnButtonPressed (string buttonName)
|
|
{
|
|
if (this.CurrentState != null)
|
|
this.CurrentState.OnButtonPressed (buttonName);
|
|
}
|
|
|
|
public void OnFireButtonPressed ()
|
|
{
|
|
if (this.CurrentState != null)
|
|
this.CurrentState.OnFireButtonPressed ();
|
|
}
|
|
|
|
public void OnAimButtonPressed ()
|
|
{
|
|
if (this.CurrentState != null)
|
|
this.CurrentState.OnAimButtonPressed ();
|
|
}
|
|
|
|
public void OnSubmitPressed ()
|
|
{
|
|
if (this.CurrentState != null)
|
|
{
|
|
this.CurrentState.OnSubmitPressed ();
|
|
}
|
|
}
|
|
|
|
public void OnJumpButtonPressed ()
|
|
{
|
|
if (this.CurrentState != null)
|
|
this.CurrentState.OnJumpPressed ();
|
|
}
|
|
|
|
public void OnCrouchButtonPressed ()
|
|
{
|
|
if (this.CurrentState != null)
|
|
this.CurrentState.OnCrouchButtonPressed ();
|
|
}
|
|
|
|
public void OnNextWeaponButtonPressed ()
|
|
{
|
|
if (this.CurrentState != null)
|
|
this.CurrentState.OnNextWeaponButtonPressed ();
|
|
}
|
|
|
|
public void OnPreviousWeaponButtonPressed ()
|
|
{
|
|
if (this.CurrentState != null)
|
|
this.CurrentState.OnPreviousWeaponButtonPressed ();
|
|
}
|
|
|
|
public void OnFlyButtonPressed ()
|
|
{
|
|
if (this.CurrentState != null)
|
|
this.CurrentState.OnFlyButtonPressed ();
|
|
}
|
|
|
|
public void OnFlyThroughButtonPressed ()
|
|
{
|
|
if (this.CurrentState != null)
|
|
this.CurrentState.OnFlyThroughButtonPressed ();
|
|
}
|
|
|
|
|
|
internal void OnStartCollidingWithEnex(EntranceExitMapObject enex)
|
|
{
|
|
if (this.CurrentCollidingEnex != null && this.CurrentCollidingEnex.gameObject.activeInHierarchy) // already colliding with enex
|
|
return;
|
|
|
|
this.CurrentCollidingEnex = enex;
|
|
|
|
if (NetStatus.IsServer)
|
|
{
|
|
if (enex.Info == m_enexToIgnoreNextCollision)
|
|
{
|
|
// we should ignore this collision
|
|
// collision will be processed next time
|
|
m_enexToIgnoreNextCollision = null;
|
|
}
|
|
else
|
|
{
|
|
if (enex.Info == this.SecondEnex)
|
|
{
|
|
// we collided with second enex
|
|
|
|
// teleport back to first enex ; reset first and second enex
|
|
var tmpEnex = this.FirstEnex;
|
|
this.FirstEnex = null;
|
|
this.SecondEnex = null;
|
|
m_enexToIgnoreNextCollision = tmpEnex; // ignore next collision with first enex
|
|
this.TeleportToEnex(tmpEnex);
|
|
}
|
|
else
|
|
{
|
|
var matchingEnexes = Importing.Items.Item.Enexes.Where(e => e.Name == enex.Info.Name && e != enex.Info);
|
|
Debug.LogFormat("Matching enexes:\n{0}", string.Join("\n", matchingEnexes.Select(e => e.TargetInterior + " - " + e.Flags)));
|
|
var counterPart = matchingEnexes.FirstOrDefault(e => e.TargetInterior != enex.Info.TargetInterior);
|
|
if (counterPart != null)
|
|
{
|
|
// found a counterpart where we can teleport
|
|
|
|
// remember first and second enex
|
|
this.FirstEnex = enex.Info;
|
|
this.SecondEnex = counterPart;
|
|
|
|
// ignore next collision with second enex
|
|
m_enexToIgnoreNextCollision = counterPart;
|
|
|
|
// teleport to second enex
|
|
this.TeleportToEnex(counterPart);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
internal void OnStopCollidingWithEnex(EntranceExitMapObject enex)
|
|
{
|
|
if (enex == this.CurrentCollidingEnex)
|
|
this.CurrentCollidingEnex = null;
|
|
|
|
}
|
|
|
|
void TeleportToEnex(Importing.Items.Placements.EntranceExit enex)
|
|
{
|
|
TransformDataStruct transformData = Cell.GetEnexExitTransform(enex);
|
|
this.Teleport(transformData.position, transformData.rotation, new FindGroundParams(false, 50));
|
|
}
|
|
|
|
|
|
void OnDrawGizmosSelected ()
|
|
{
|
|
|
|
// draw heading ray
|
|
|
|
Gizmos.color = Color.blue;
|
|
Gizmos.DrawLine (this.transform.position, this.transform.position + this.Heading);
|
|
|
|
// draw movement ray
|
|
|
|
Gizmos.color = Color.green;
|
|
Gizmos.DrawLine (this.transform.position, this.transform.position + this.Movement);
|
|
|
|
}
|
|
|
|
}
|
|
} |