mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
296 lines
No EOL
10 KiB
C#
296 lines
No EOL
10 KiB
C#
using UnityEngine;
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using SanAndreasUnity.Net;
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using Mirror;
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using SanAndreasUnity.Utilities;
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using System.Linq;
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namespace SanAndreasUnity.Behaviours.Vehicles
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{
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public class VehicleController : NetworkBehaviour
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{
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private Vehicle m_vehicle;
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bool IsControlledByLocalPlayer => m_vehicle.IsControlledByLocalPlayer;
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[SyncVar] int m_net_id;
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[SyncVar] string m_net_carColors;
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[SyncVar] float m_net_acceleration;
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[SyncVar] float m_net_steering;
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[SyncVar] float m_net_braking;
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[SyncVar(hook=nameof(OnNetPositionChanged))] Vector3 m_net_position;
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[SyncVar(hook=nameof(OnNetRotationChanged))] Quaternion m_net_rotation;
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[SyncVar] Vector3 m_net_linearVelocity;
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[SyncVar] Vector3 m_net_angularVelocity;
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[SyncVar] float m_net_health;
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struct WheelSyncData
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{
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public float brakeTorque;
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public float motorTorque;
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public float steerAngle;
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//public float travel;
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public float localPosY;
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public float rpm;
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}
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class WheelSyncList : SyncList<WheelSyncData> { }
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WheelSyncList m_net_wheelsData;
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// is it better to place syncvars in Vehicle class ? - that way, there is no need for hooks
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// - or we could assign/read syncvars in Update()
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private void Awake()
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{
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//m_vehicle = GetComponent<Vehicle>();
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}
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internal void OnAfterCreateVehicle()
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{
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m_vehicle = this.GetComponent<Vehicle>();
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m_net_id = m_vehicle.Definition.Id;
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m_net_carColors = SerializeColors(m_vehicle.Colors);
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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 (!NetStatus.IsServer)
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{
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F.RunExceptionSafe( () => {
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// load vehicle on clients
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int[] colors = DeserializeColors(m_net_carColors);
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m_vehicle = Vehicle.Create(this.gameObject, m_net_id, colors, this.transform.position, this.transform.rotation);
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// update rigid body status
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this.EnableOrDisableRigidBody();
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if (VehicleManager.Instance.destroyWheelCollidersOnClient)
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{
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foreach (var wheelCollider in this.GetComponentsInChildren<WheelCollider>())
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{
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Destroy(wheelCollider);
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}
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}
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});
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}
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}
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public override void OnStartAuthority()
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{
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base.OnStartAuthority();
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this.EnableOrDisableRigidBody();
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}
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public override void OnStopAuthority()
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{
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base.OnStopAuthority();
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this.EnableOrDisableRigidBody();
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}
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public static string SerializeColors(int[] colors)
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{
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return colors != null ? string.Join(";", colors.Select(c => c.ToString(System.Globalization.CultureInfo.InvariantCulture))) : null;
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}
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public static int[] DeserializeColors(string colors)
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{
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return string.IsNullOrEmpty(colors) ? null : colors.Split(';').Select(s => int.Parse(s, System.Globalization.CultureInfo.InvariantCulture)).ToArray();
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}
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private void Update()
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{
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// if syncvars are used for updating transform, then disable NetworkTransform, and vice versa
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m_vehicle.NetTransform.enabled = ! VehicleManager.Instance.syncVehicleTransformUsingSyncVars;
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// update status of rigid body
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this.EnableOrDisableRigidBody();
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this.ProcessSyncvars();
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var driverSeat = m_vehicle.DriverSeat;
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if (null == driverSeat || null == driverSeat.OccupyingPed)
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{
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if (NetStatus.IsServer)
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this.ResetInput();
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return;
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}
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if (null == Ped.Instance || driverSeat.OccupyingPed != Ped.Instance)
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return;
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// local ped is occupying driver seat
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float oldAcc = m_vehicle.Accelerator;
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float oldBrake = m_vehicle.Braking;
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float oldSteer = m_vehicle.Steering;
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if (!GameManager.CanPlayerReadInput())
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this.ResetInput();
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else
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this.ReadInput();
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// why do we send input ?
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// - so that everyone knows if the gas/brake is pressed, and can simulate wheel effects
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// - so that server can predict position and velocity of rigid body
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PedSync.Local.SendVehicleInput(m_vehicle.Accelerator, m_vehicle.Steering, m_vehicle.Braking);
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// TODO: also send velocity of rigid body
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if (!NetStatus.IsServer && !VehicleManager.Instance.controlInputOnLocalPlayer)
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{
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// local player should not control input, so restore old input
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m_vehicle.Accelerator = oldAcc;
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m_vehicle.Braking = oldBrake;
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m_vehicle.Steering = oldSteer;
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}
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}
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void ProcessSyncvars()
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{
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if (NetStatus.IsServer)
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{
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m_net_acceleration = m_vehicle.Accelerator;
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m_net_steering = m_vehicle.Steering;
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m_net_braking = m_vehicle.Braking;
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m_net_position = m_vehicle.RigidBody.position;
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m_net_rotation = m_vehicle.RigidBody.rotation;
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m_net_linearVelocity = m_vehicle.RigidBody.velocity;
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m_net_angularVelocity = m_vehicle.RigidBody.angularVelocity;
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m_net_health = m_vehicle.Health;
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// wheels
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m_net_wheelsData.Flush(); // remove current list of changes - this ensures that only the current wheel state is sent, and prevents memory leak bug in Mirror
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m_net_wheelsData.Clear();
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foreach (var wheel in m_vehicle.Wheels) {
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m_net_wheelsData.Add(new WheelSyncData() {
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brakeTorque = wheel.Collider.brakeTorque,
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motorTorque = wheel.Collider.motorTorque,
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steerAngle = wheel.Collider.steerAngle,
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//travel = wheel.Travel,
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localPosY = wheel.Child.localPosition.y,
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rpm = wheel.Collider.rpm,
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});
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}
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}
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else
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{
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// apply input
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if (!this.IsControlledByLocalPlayer || (this.IsControlledByLocalPlayer && !VehicleManager.Instance.controlInputOnLocalPlayer))
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{
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m_vehicle.Accelerator = m_net_acceleration;
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m_vehicle.Steering = m_net_steering;
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m_vehicle.Braking = m_net_braking;
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}
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// update wheels
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if (!this.IsControlledByLocalPlayer || (this.IsControlledByLocalPlayer && !VehicleManager.Instance.controlWheelsOnLocalPlayer))
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{
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for (int i=0; i < m_vehicle.Wheels.Count && i < m_net_wheelsData.Count; i++) {
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var w = m_vehicle.Wheels[i];
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var data = m_net_wheelsData[i];
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if (w.Collider != null)
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{
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w.Collider.brakeTorque = data.brakeTorque;
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w.Collider.motorTorque = data.motorTorque;
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w.Collider.steerAngle = data.steerAngle;
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}
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//w.Travel = data.travel;
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w.Child.SetLocalY(data.localPosY);
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Vehicle.UpdateWheelRotation(w, data.rpm, data.steerAngle);
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}
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}
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// position and rotation will be applied in syncvar hooks
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// apply velocity on all clients
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if (VehicleManager.Instance.syncLinearVelocity)
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m_vehicle.RigidBody.velocity = m_net_linearVelocity;
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else
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m_vehicle.RigidBody.velocity = Vector3.zero;
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if (VehicleManager.Instance.syncAngularVelocity)
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m_vehicle.RigidBody.angularVelocity = m_net_angularVelocity;
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else
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m_vehicle.RigidBody.angularVelocity = Vector3.zero;
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m_vehicle.Health = m_net_health;
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}
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}
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void ResetInput()
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{
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m_vehicle.Accelerator = 0;
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m_vehicle.Steering = 0;
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m_vehicle.Braking = 0;
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}
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void ReadInput()
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{
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var customInput = CustomInput.Instance;
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var accel = customInput.GetAxis("Vertical");
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var brake = customInput.GetButton("Brake") ? 1.0f : 0.0f;
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var speed = Vector3.Dot(m_vehicle.Velocity, m_vehicle.transform.forward);
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if (speed * accel < 0f)
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{
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brake = Mathf.Max(brake, 0.75f);
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accel = 0f;
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}
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m_vehicle.Accelerator = accel;
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m_vehicle.Steering = customInput.GetAxis("Horizontal");
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m_vehicle.Braking = brake;
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}
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public void EnableOrDisableRigidBody()
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{
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if (NetStatus.IsServer)
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{
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F.EnableRigidBody(m_vehicle.RigidBody);
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return;
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}
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if (VehicleManager.Instance.whenToDisableRigidBody.Matches(this.IsControlledByLocalPlayer, !NetStatus.IsServer))
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F.DisableRigidBody(m_vehicle.RigidBody);
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else
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F.EnableRigidBody(m_vehicle.RigidBody);
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}
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void OnNetPositionChanged(Vector3 pos)
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{
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if (NetStatus.IsServer)
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return;
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if (VehicleManager.Instance.syncVehicleTransformUsingSyncVars) {
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if (m_vehicle != null && m_vehicle.RigidBody != null)
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m_vehicle.RigidBody.MovePosition(pos);
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}
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}
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void OnNetRotationChanged(Quaternion rot)
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{
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if (NetStatus.IsServer)
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return;
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if (VehicleManager.Instance.syncVehicleTransformUsingSyncVars) {
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if (m_vehicle != null && m_vehicle.RigidBody != null)
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m_vehicle.RigidBody.MoveRotation(rot);
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}
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}
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}
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} |