mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-24 03:13:07 +00:00
115 lines
2.9 KiB
C#
115 lines
2.9 KiB
C#
using UnityEngine;
|
|
using SanAndreasUnity.Utilities;
|
|
using SanAndreasUnity.Behaviours.Vehicles;
|
|
using SanAndreasUnity.Importing.Animation;
|
|
using System.Linq;
|
|
|
|
namespace SanAndreasUnity.Behaviours.Peds.States
|
|
{
|
|
|
|
public class VehicleExitingState : BaseVehicleState
|
|
{
|
|
Coroutine m_coroutine;
|
|
bool m_isExitingImmediately = false;
|
|
|
|
|
|
public override void OnBecameActive()
|
|
{
|
|
base.OnBecameActive();
|
|
if (m_isServer) // clients will do this when vehicle gets assigned
|
|
this.ExitVehicleInternal();
|
|
}
|
|
|
|
public override void OnBecameInactive()
|
|
{
|
|
this.Cleanup();
|
|
|
|
m_isExitingImmediately = false;
|
|
|
|
if (m_coroutine != null)
|
|
StopCoroutine(m_coroutine);
|
|
m_coroutine = null;
|
|
|
|
base.OnBecameInactive();
|
|
}
|
|
|
|
protected override void OnVehicleAssigned()
|
|
{
|
|
this.ExitVehicleInternal();
|
|
}
|
|
|
|
public void ExitVehicle(bool immediate = false)
|
|
{
|
|
if (!m_ped.IsInVehicle || !m_ped.IsInVehicleSeat)
|
|
return;
|
|
|
|
// obtain current vehicle from Ped
|
|
this.CurrentVehicle = m_ped.CurrentVehicle;
|
|
this.CurrentVehicleSeatAlignment = m_ped.CurrentVehicleSeatAlignment;
|
|
|
|
m_isExitingImmediately = immediate;
|
|
|
|
// after obtaining parameters, switch to this state
|
|
m_ped.SwitchState<VehicleExitingState> ();
|
|
|
|
// we'll do the rest of the work when our state gets activated
|
|
|
|
}
|
|
|
|
void ExitVehicleInternal()
|
|
{
|
|
BaseVehicleState.PreparePedForVehicle(m_ped, this.CurrentVehicle, this.CurrentVehicleSeat);
|
|
|
|
// TODO: no need for this, vehicle should know when there is no driver
|
|
// TODO: but, right now, this should be included in cleanup
|
|
if (this.CurrentVehicleSeat.IsDriver)
|
|
this.CurrentVehicle.StopControlling();
|
|
|
|
if (m_isServer && this.CurrentVehicleSeat.IsDriver)
|
|
{
|
|
// remove authority
|
|
// Net.NetManager.RemoveAuthority(this.CurrentVehicle.gameObject);
|
|
}
|
|
|
|
m_coroutine = StartCoroutine (ExitVehicleAnimation (m_isExitingImmediately));
|
|
|
|
}
|
|
|
|
private System.Collections.IEnumerator ExitVehicleAnimation(bool immediate)
|
|
{
|
|
|
|
var seat = this.CurrentVehicleSeat;
|
|
|
|
var animIndex = seat.IsLeftHand ? AnimIndex.GetOutLeft : AnimIndex.GetOutRight;
|
|
|
|
m_model.VehicleParentOffset = Vector3.Scale(m_model.GetAnim(AnimGroup.Car, animIndex).RootStart, new Vector3(-1, -1, -1));
|
|
|
|
if (!immediate)
|
|
{
|
|
var animState = m_model.PlayAnim(AnimGroup.Car, animIndex, PlayMode.StopAll);
|
|
animState.wrapMode = WrapMode.Once;
|
|
|
|
// wait until anim finishes or stops
|
|
while (animState != null && animState.enabled)
|
|
yield return new WaitForEndOfFrame();
|
|
}
|
|
|
|
// ped now completely exited the vehicle
|
|
|
|
|
|
m_ped.transform.localPosition = m_model.VehicleParentOffset;
|
|
m_ped.transform.localRotation = Quaternion.identity;
|
|
|
|
m_model.VehicleParentOffset = Vector3.zero;
|
|
|
|
// now switch to other state
|
|
// when our state gets deactivated, it will cleanup everything
|
|
|
|
if (m_isServer)
|
|
m_ped.SwitchState<StandState> ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|