mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
105 lines
2.9 KiB
C#
105 lines
2.9 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.Net;
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namespace SanAndreasUnity.Behaviours
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{
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public partial class Ped
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{
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[SyncVar(hook=nameof(Net_OnIdChanged))] int m_net_pedId = 0;
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[SyncVar(hook=nameof(Net_OnStateChanged))] string m_net_state = "";
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//[SyncVar] Weapon m_net_weapon = null;
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void Awake_Net()
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{
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}
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void Start_Net()
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{
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}
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public override void OnStartClient()
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{
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base.OnStartClient();
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if (this.isServer)
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return;
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//this.PlayerModel.Load(m_net_pedId);
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}
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void Update_Net()
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{
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if (!this.isServer)
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return;
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if (this.PedDef != null && this.PedDef.Id != m_net_pedId)
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m_net_pedId = this.PedDef.Id;
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string newStateName = this.CurrentState != null ? this.CurrentState.GetType().Name : "";
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if (newStateName != m_net_state)
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m_net_state = newStateName;
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//m_net_weapon = this.CurrentWeapon;
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}
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void FixedUpdate_Net()
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{
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// send input to server
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//if (!NetStatus.IsServer && this.IsControlledByLocalPlayer && PedSync.Local != null)
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// PedSync.Local.SendInput(this.IsWalkOn, this.IsRunOn, this.IsSprintOn, this.Movement, this.IsJumpOn);
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}
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void Net_OnIdChanged(int newId)
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{
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Debug.LogFormat("ped (net id {0}) changed model id to {1}", this.netId, newId);
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if (this.isServer)
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return;
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//m_net_pedId = newId;
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if (newId > 0)
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F.RunExceptionSafe( () => this.PlayerModel.Load(newId) );
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}
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void Net_OnStateChanged(string newStateName)
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{
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//Debug.LogFormat("ped (net id {0}) changed state to {1}", this.netId, newStateName);
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if (this.isServer)
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return;
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//m_net_state = newStateName;
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if (string.IsNullOrEmpty(newStateName))
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{
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// don't do anything, this only happens when creating the ped
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return;
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}
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// forcefully change the state
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F.RunExceptionSafe( () => {
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var newState = this.States.FirstOrDefault(state => state.GetType().Name == newStateName);
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if (null == newState)
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{
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Debug.LogErrorFormat("New ped state '{0}' could not be found", newStateName);
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}
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else
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{
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this.SwitchState(newState.GetType());
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}
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});
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}
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}
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}
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