mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
127 lines
3.7 KiB
C#
127 lines
3.7 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using Mirror;
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using System.Linq;
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using SanAndreasUnity.Utilities;
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using SanAndreasUnity.Behaviours;
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using SanAndreasUnity.Behaviours.Vehicles;
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using SanAndreasUnity.Behaviours.Peds.States;
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namespace SanAndreasUnity.Net
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{
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public class PedSync : NetworkBehaviour
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{
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Player m_player;
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Ped m_ped { get { return m_player.OwnedPed; } }
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public static PedSync Local { get; private set; }
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void Awake()
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{
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m_player = this.GetComponentOrThrow<Player>();
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}
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public override void OnStartLocalPlayer()
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{
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base.OnStartLocalPlayer();
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Local = this;
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}
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void Start()
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{
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}
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public void SendInput(bool isWalkOn, bool isRunOn, bool isSprintOn, Vector3 movementInput, bool isJumpOn, Vector3 heading)
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{
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this.CmdSendingInput(isWalkOn, isRunOn, isSprintOn, movementInput, isJumpOn, heading);
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}
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public void SendInput()
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{
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Ped ped = m_ped;
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this.SendInput(ped.IsWalkOn, ped.IsRunOn, ped.IsSprintOn, ped.Movement, ped.IsJumpOn, ped.Heading);
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}
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[Command]
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void CmdSendingInput(bool isWalkOn, bool isRunOn, bool isSprintOn, Vector3 movementInput, bool isJumpOn, Vector3 heading)
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{
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if (null == m_ped)
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return;
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Ped ped = m_ped;
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ped.IsWalkOn = isWalkOn;
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ped.IsRunOn = isRunOn;
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ped.IsSprintOn = isSprintOn;
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ped.Movement = movementInput;
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ped.IsJumpOn = isJumpOn;
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ped.Heading = heading;
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}
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public void OnCrouchButtonPressed() => this.CmdOnCrouchButtonPressed();
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[Command]
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void CmdOnCrouchButtonPressed()
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{
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if (m_ped)
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m_ped.OnCrouchButtonPressed();
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}
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public void OnSubmitButtonPressed() => this.CmdOnSubmitButtonPressed();
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[Command]
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void CmdOnSubmitButtonPressed()
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{
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if (m_ped)
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m_ped.OnSubmitPressed();
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}
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public void PedStartedEnteringVehicle(Ped ped)
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{
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NetStatus.ThrowIfNotOnServer();
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if (this.isLocalPlayer)
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return;
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// send message to client
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this.TargetPedStartedEnteringVehicle(this.connectionToClient, ped.gameObject, ped.CurrentVehicle.gameObject,
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ped.CurrentVehicleSeatAlignment);
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}
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[TargetRpc]
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void TargetPedStartedEnteringVehicle(NetworkConnection conn, GameObject pedGo,
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GameObject vehicleGo, Vehicle.SeatAlignment seatAlignment)
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{
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if (null == pedGo || null == vehicleGo)
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return;
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pedGo.GetComponent<Ped>().GetStateOrLogError<VehicleEnteringState>()
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.EnterVehicle(vehicleGo.GetComponent<Vehicle>(), seatAlignment, false);
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}
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public void PedEnteredVehicle(Ped ped)
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{
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NetStatus.ThrowIfNotOnServer();
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if (this.isLocalPlayer)
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return;
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this.TargetPedEnteredVehicle(this.connectionToClient, ped.gameObject, ped.CurrentVehicle.gameObject,
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ped.CurrentVehicleSeatAlignment);
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}
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[TargetRpc]
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void TargetPedEnteredVehicle(NetworkConnection conn, GameObject pedGo,
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GameObject vehicleGo, Vehicle.SeatAlignment seatAlignment)
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{
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if (null == pedGo || null == vehicleGo)
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return;
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pedGo.GetComponent<Ped>().GetStateOrLogError<VehicleSittingState>()
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.EnterVehicle(vehicleGo.GetComponent<Vehicle>(), seatAlignment);
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}
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}
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}
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