mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
166 lines
4.9 KiB
C#
166 lines
4.9 KiB
C#
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using Mirror;
|
|
using System.Linq;
|
|
using SanAndreasUnity.Utilities;
|
|
using SanAndreasUnity.Behaviours;
|
|
using SanAndreasUnity.Behaviours.Vehicles;
|
|
using SanAndreasUnity.Behaviours.Peds.States;
|
|
|
|
namespace SanAndreasUnity.Net
|
|
{
|
|
public class PedSync : NetworkBehaviour
|
|
{
|
|
Player m_player;
|
|
Ped m_ped { get { return m_player.OwnedPed; } }
|
|
public static PedSync Local { get; private set; }
|
|
|
|
|
|
void Awake()
|
|
{
|
|
m_player = this.GetComponentOrThrow<Player>();
|
|
}
|
|
|
|
public override void OnStartLocalPlayer()
|
|
{
|
|
base.OnStartLocalPlayer();
|
|
Local = this;
|
|
}
|
|
|
|
void Start()
|
|
{
|
|
|
|
}
|
|
|
|
public void SendInput(bool isWalkOn, bool isRunOn, bool isSprintOn, Vector3 movementInput,
|
|
bool isJumpOn, Vector3 heading, Vector3 aimDir, Vector3 fireDir, bool isAimOn, bool isFireOn)
|
|
{
|
|
this.CmdSendingInput(isWalkOn, isRunOn, isSprintOn, movementInput, isJumpOn, heading, aimDir, fireDir, isAimOn, isFireOn);
|
|
}
|
|
|
|
public void SendInput()
|
|
{
|
|
Ped ped = m_ped;
|
|
this.SendInput(ped.IsWalkOn, ped.IsRunOn, ped.IsSprintOn, ped.Movement, ped.IsJumpOn, ped.Heading,
|
|
ped.AimDirection, ped.FireDirection, ped.IsAimOn, ped.IsFireOn);
|
|
}
|
|
|
|
[Command]
|
|
void CmdSendingInput(bool isWalkOn, bool isRunOn, bool isSprintOn, Vector3 movementInput,
|
|
bool isJumpOn, Vector3 heading, Vector3 aimDir, Vector3 fireDir, bool isAimOn, bool isFireOn)
|
|
{
|
|
if (null == m_ped)
|
|
return;
|
|
|
|
Ped ped = m_ped;
|
|
|
|
ped.IsWalkOn = isWalkOn;
|
|
ped.IsRunOn = isRunOn;
|
|
ped.IsSprintOn = isSprintOn;
|
|
ped.Movement = movementInput;
|
|
ped.IsJumpOn = isJumpOn;
|
|
ped.Heading = heading;
|
|
ped.AimDirection = aimDir;
|
|
ped.NetFireDir = fireDir;
|
|
ped.IsAimOn = isAimOn;
|
|
ped.IsFireOn = isFireOn;
|
|
|
|
}
|
|
|
|
public void SendVehicleInput(float acceleration, float steering, float braking) =>
|
|
this.CmdSendingVehicleInput(acceleration, steering, braking);
|
|
|
|
[Command]
|
|
void CmdSendingVehicleInput(float acceleration, float steering, float braking)
|
|
{
|
|
if (null == m_ped || null == m_ped.CurrentVehicle)
|
|
return;
|
|
|
|
var v = m_ped.CurrentVehicle;
|
|
v.Accelerator = acceleration;
|
|
v.Steering = steering;
|
|
v.Braking = braking;
|
|
}
|
|
|
|
|
|
public void OnCrouchButtonPressed() => this.CmdOnCrouchButtonPressed();
|
|
|
|
[Command]
|
|
void CmdOnCrouchButtonPressed()
|
|
{
|
|
if (m_ped)
|
|
m_ped.OnCrouchButtonPressed();
|
|
}
|
|
|
|
public void OnSubmitButtonPressed() => this.CmdOnSubmitButtonPressed();
|
|
|
|
[Command]
|
|
void CmdOnSubmitButtonPressed()
|
|
{
|
|
if (m_ped)
|
|
m_ped.OnSubmitPressed();
|
|
}
|
|
|
|
public void OnFireButtonPressed() => this.CmdOnFireButtonPressed();
|
|
|
|
[Command]
|
|
void CmdOnFireButtonPressed()
|
|
{
|
|
if (m_ped != null)
|
|
m_ped.OnFireButtonPressed();
|
|
}
|
|
|
|
public void OnAimButtonPressed() => this.CmdOnAimButtonPressed();
|
|
|
|
[Command]
|
|
void CmdOnAimButtonPressed()
|
|
{
|
|
if (m_ped != null)
|
|
m_ped.OnAimButtonPressed();
|
|
}
|
|
|
|
public void OnNextWeaponButtonPressed() => this.CmdOnNextWeaponButtonPressed();
|
|
|
|
[Command]
|
|
void CmdOnNextWeaponButtonPressed()
|
|
{
|
|
if (m_ped != null)
|
|
m_ped.OnNextWeaponButtonPressed();
|
|
}
|
|
|
|
public void OnPreviousWeaponButtonPressed() => this.CmdOnPreviousWeaponButtonPressed();
|
|
|
|
[Command]
|
|
void CmdOnPreviousWeaponButtonPressed()
|
|
{
|
|
if (m_ped != null)
|
|
m_ped.OnPreviousWeaponButtonPressed();
|
|
}
|
|
|
|
|
|
public static void OnWeaponFired(Ped ped, Weapon weapon, Vector3 firePos)
|
|
{
|
|
foreach (var p in Player.AllPlayersEnumerable)
|
|
p.GetComponent<PedSync>().TargetOnWeaponFired(p.connectionToClient, ped.gameObject, weapon.gameObject, firePos);
|
|
}
|
|
|
|
[TargetRpc]
|
|
void TargetOnWeaponFired(NetworkConnection conn, GameObject pedGo, GameObject weaponGo, Vector3 firePos)
|
|
{
|
|
if (NetStatus.IsServer)
|
|
return;
|
|
if (null == weaponGo || null == pedGo)
|
|
return;
|
|
|
|
F.RunExceptionSafe( () => {
|
|
var ped = pedGo.GetComponent<Ped>();
|
|
var weapon = weaponGo.GetComponent<Weapon>();
|
|
|
|
if (ped.CurrentState != null)
|
|
ped.CurrentState.OnWeaponFiredFromServer(weapon, firePos);
|
|
});
|
|
|
|
}
|
|
|
|
}
|
|
}
|