SanAndreasUnity/Assets/Scripts/Behaviours/Ped/Ped_Spawning.cs
in0finite 32c0be1af2
new world loading system (#110)
* 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
2021-07-18 06:03:43 +02:00

109 lines
2.9 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using SanAndreasUnity.Utilities;
using SanAndreasUnity.Importing.Items;
using SanAndreasUnity.Importing.Items.Definitions;
using System.Linq;
namespace SanAndreasUnity.Behaviours
{
public partial class Ped
{
public static IEnumerable<PedestrianDef> SpawnablePedDefs {
get {
return Item.GetDefinitions<PedestrianDef> ().Where (def => def.Id != 0 && def.ModelName != "WMYST"
&& def.TextureDictionaryName != "generic");
}
}
public static Ped SpawnPed (PedestrianDef def, Vector3 pos, Quaternion rot, bool spawnOnNetwork)
{
Net.NetStatus.ThrowIfNotOnServer();
CheckPedPrefab ();
var go = Instantiate (PedManager.Instance.pedPrefab, pos, rot);
go.name = "Ped " + def.ModelName + " " + def.Id;
var ped = go.GetComponentOrThrow<Ped> ();
ped.PlayerModel.StartingPedId = def.Id;
ped.EnterVehicleRadius = PedManager.Instance.AIVehicleEnterDistance;
if (spawnOnNetwork)
Net.NetManager.Spawn(go);
return ped;
}
public static Ped SpawnPed (int pedId, Vector3 pos, Quaternion rot, bool spawnOnNetwork)
{
var def = Item.GetDefinition<PedestrianDef> (pedId);
if (null == def)
throw new System.ArgumentException ("Failed to spawn ped: definition not found by id: " + pedId);
return SpawnPed (def, pos, rot, spawnOnNetwork);
}
public static Ped SpawnPed (int pedId, Transform nearbyTransform)
{
Vector3 pos;
Quaternion rot;
if (GetPositionForPedSpawn (out pos, out rot, nearbyTransform))
return SpawnPed (pedId, pos, rot, true);
return null;
}
public static PedStalker SpawnPedStalker (int pedId, Vector3 pos, Quaternion rot, Ped targetPed)
{
var ped = SpawnPed (pedId, pos, rot, true);
var stalker = ped.gameObject.GetOrAddComponent<PedStalker> ();
stalker.stoppingDistance = PedManager.Instance.AIStoppingDistance;
stalker.TargetPed = targetPed;
return stalker;
}
public static PedStalker SpawnPedStalker (int pedId, Transform nearbyTransform, Ped targetPed)
{
Vector3 pos;
Quaternion rot;
if (GetPositionForPedSpawn (out pos, out rot, nearbyTransform))
return SpawnPedStalker (pedId, pos, rot, targetPed);
return null;
}
public static bool GetPositionForPedSpawn (out Vector3 pos, out Quaternion rot, Transform nearbyTransform)
{
pos = Vector3.zero;
rot = Quaternion.identity;
if (nearbyTransform != null) {
Vector3 offset = Random.onUnitSphere;
offset.y = 0f;
offset.Normalize ();
offset *= Random.Range (5f, 15f);
pos = nearbyTransform.TransformPoint (offset);
rot = Random.rotation;
return true;
}
return false;
}
private static void CheckPedPrefab ()
{
if(null == PedManager.Instance.pedPrefab)
throw new System.Exception ("Ped prefab is null");
}
}
}