mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-18 00:13:07 +00:00
259 lines
4.8 KiB
C#
259 lines
4.8 KiB
C#
using UnityEngine;
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using SanAndreasUnity.Utilities;
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namespace SanAndreasUnity.Behaviours.Peds.States
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{
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/// <summary>
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/// Base class for all states that are scripts.
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/// </summary>
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public abstract class BaseScriptState : MonoBehaviour, IPedState
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{
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protected Ped m_ped;
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protected PedModel m_model { get { return m_ped.PlayerModel; } }
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// protected StateMachine m_stateMachine;
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protected new Transform transform { get { return m_ped.transform; } }
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public bool IsActiveState { get { return m_ped.CurrentState == this; } }
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protected virtual void Awake ()
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{
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m_ped = this.GetComponentInParent<Ped> ();
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}
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protected virtual void OnEnable ()
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{
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}
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protected virtual void OnDisable ()
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{
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}
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protected virtual void Start ()
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{
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}
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public virtual void OnBecameActive ()
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{
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}
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public virtual void OnBecameInactive ()
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{
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}
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public virtual bool RepresentsState (System.Type type)
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{
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var myType = this.GetType ();
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return myType.Equals (type) || myType.IsSubclassOf (type);
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}
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public bool RepresentsState<T> () where T : IState
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{
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return this.RepresentsState (typeof(T));
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}
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public virtual void UpdateState() {
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// read input
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// call appropriate function for every input action
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this.ConstrainPosition();
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this.ConstrainRotation();
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}
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public virtual void PostUpdateState()
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{
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if (m_ped.Camera)
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this.UpdateCamera ();
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}
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public virtual void LateUpdateState()
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{
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if (m_ped.shouldPlayAnims)
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this.UpdateAnims ();
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}
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public virtual void FixedUpdateState()
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{
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this.UpdateHeading();
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this.UpdateRotation();
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this.UpdateMovement();
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}
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protected virtual void ConstrainPosition()
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{
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m_ped.ConstrainPosition();
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}
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protected virtual void ConstrainRotation ()
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{
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m_ped.ConstrainRotation();
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}
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protected virtual void UpdateHeading()
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{
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m_ped.UpdateHeading ();
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}
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protected virtual void UpdateRotation()
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{
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m_ped.UpdateRotation ();
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}
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protected virtual void UpdateMovement()
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{
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m_ped.UpdateMovement ();
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}
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public virtual void UpdateCamera()
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{
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this.RotateCamera();
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this.UpdateCameraZoom();
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this.CheckCameraCollision ();
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}
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public virtual void RotateCamera()
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{
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BaseScriptState.RotateCamera(m_ped, m_ped.MouseMoveInput, m_ped.CameraClampValue.y);
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}
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public static void RotateCamera(Ped ped, Vector2 mouseDelta, float xAxisClampValue)
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{
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Camera cam = ped.Camera;
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if (mouseDelta.sqrMagnitude < float.Epsilon)
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return;
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// cam.transform.Rotate( new Vector3(-mouseDelta.y, mouseDelta.x, 0f), Space.World );
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var eulers = cam.transform.eulerAngles;
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// eulers.z = 0f;
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eulers.x += - mouseDelta.y;
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eulers.y += mouseDelta.x;
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// adjust x
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if (eulers.x > 180f)
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eulers.x -= 360f;
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// clamp
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if (xAxisClampValue > 0)
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eulers.x = Mathf.Clamp(eulers.x, -xAxisClampValue, xAxisClampValue);
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cam.transform.rotation = Quaternion.AngleAxis(eulers.y, Vector3.up)
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* Quaternion.AngleAxis(eulers.x, Vector3.right);
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}
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public virtual Vector3 GetCameraFocusPos()
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{
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return m_ped.transform.position + Vector3.up * 0.5f;
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}
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public virtual float GetCameraDistance()
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{
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return m_ped.CameraDistance;
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}
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public virtual void UpdateCameraZoom()
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{
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m_ped.CameraDistance = Mathf.Clamp(m_ped.CameraDistance - m_ped.MouseScrollInput.y, 2.0f, 32.0f);
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}
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public virtual void CheckCameraCollision()
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{
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BaseScriptState.CheckCameraCollision (m_ped, this.GetCameraFocusPos (), -m_ped.Camera.transform.forward,
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this.GetCameraDistance ());
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}
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public static void CheckCameraCollision(Ped ped, Vector3 castFrom, Vector3 castDir, float cameraDistance)
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{
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// cast a ray from ped to camera to see if it hits anything
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// if so, then move the camera to hit point
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Camera cam = ped.Camera;
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float distance = cameraDistance;
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var castRay = new Ray(castFrom, castDir);
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RaycastHit hitInfo;
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if (Physics.SphereCast(castRay, 0.25f, out hitInfo, distance,
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-1 ^ (1 << MapObject.BreakableLayer) ^ (1 << Vehicles.Vehicle.Layer)))
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{
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distance = hitInfo.distance;
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}
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cam.transform.position = castRay.GetPoint(distance);
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}
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protected virtual void UpdateAnims()
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{
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}
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public virtual void OnFireButtonPressed()
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{
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}
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public virtual void OnAimButtonPressed()
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{
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}
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public virtual void OnSubmitPressed()
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{
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}
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public virtual void OnJumpPressed()
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{
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}
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public virtual void OnCrouchButtonPressed()
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{
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}
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public virtual void OnNextWeaponButtonPressed()
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{
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m_ped.WeaponHolder.SwitchWeapon (true);
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}
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public virtual void OnPreviousWeaponButtonPressed()
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{
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m_ped.WeaponHolder.SwitchWeapon (false);
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}
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public virtual void OnFlyButtonPressed()
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{
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}
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public virtual void OnFlyThroughButtonPressed()
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{
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}
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public virtual void OnDamaged(DamageInfo info)
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{
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}
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}
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}
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