mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
124 lines
3.7 KiB
C#
124 lines
3.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using SanAndreasUnity.Behaviours.Vehicles;
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using SanAndreasUnity.Behaviours.World;
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using SanAndreasUnity.Importing.Animation;
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using System.Linq;
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using SanAndreasUnity.Behaviours.Peds.States;
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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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[SerializeField] private float m_enterVehicleRadius = 2.0f;
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public float EnterVehicleRadius { get { return m_enterVehicleRadius; } set { m_enterVehicleRadius = value; } }
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public Vehicle CurrentVehicle {
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get {
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if (this.CurrentState != null && this.CurrentState is IVehicleState)
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{
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return ((IVehicleState)this.CurrentState).CurrentVehicle;
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}
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return null;
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}
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}
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public Vehicle.Seat CurrentVehicleSeat {
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get {
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if (this.CurrentState != null && this.CurrentState is IVehicleState)
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{
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return ((IVehicleState)this.CurrentState).CurrentVehicleSeat;
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}
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return null;
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}
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}
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public bool IsInVehicle { get { return this.CurrentVehicle != null; } }
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public bool IsInVehicleSeat { get { return this.CurrentState != null && this.CurrentState.RepresentsState (typeof(VehicleSittingState)); } }
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public bool IsDrivingVehicle { get { var seat = this.CurrentVehicleSeat; return seat != null && seat.IsDriver; } }
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public Vehicle.SeatAlignment CurrentVehicleSeatAlignment { get { return this.CurrentVehicleSeat.Alignment; } }
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public void EnterVehicle(Vehicle vehicle, Vehicle.SeatAlignment seatAlignment, bool immediate = false)
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{
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NetStatus.ThrowIfNotOnServer();
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// find state script, and call it's method
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this.GetStateOrLogError<VehicleEnteringState>().TryEnterVehicle( vehicle, seatAlignment, immediate );
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}
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public void ExitVehicle(bool immediate = false)
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{
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NetStatus.ThrowIfNotOnServer();
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this.GetStateOrLogError<VehicleExitingState> ().ExitVehicle (immediate);
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}
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public static List<Vehicle.SeatAlignment> GetFreeSeats( Vehicle vehicle )
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{
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return vehicle.Seats.Where (s => !s.IsTaken).Select (s => s.Alignment).ToList ();
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// var freeSeats = new List<Vehicle.SeatAlignment> (vehicle.Seats.Select (s => s.Alignment));
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//
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// var players = FindObjectsOfType<Player> ();
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//
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// foreach (var p in players) {
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// if (p.IsInVehicle && p.CurrentVehicle == vehicle) {
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// freeSeats.Remove (p.CurrentVehicleSeatAlignment);
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// }
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// }
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//
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// return freeSeats;
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}
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private void UpdateWheelTurning()
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{
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}
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public Vehicle FindVehicleInRange ()
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{
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// find any vehicles that have a seat inside the checking radius and sort by closest seat
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return Vehicle.AllVehicles
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.Where(x => x.Seats.Count > 0)
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.Where(x => Vector3.Distance(transform.position, x.FindClosestSeatTransform(transform.position).position) < EnterVehicleRadius)
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.OrderBy(x => Vector3.Distance(transform.position, x.FindClosestSeatTransform(transform.position).position))
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.FirstOrDefault();
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}
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public (Vehicle vehicle, Vehicle.SeatAlignment seatAlignment) GetVehicleThatPedWouldEnterOnAttempt()
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{
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var vehicle = this.FindVehicleInRange();
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if (null == vehicle)
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return default;
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var seatAlignment = vehicle.GetSeatAlignmentOfClosestSeat(this.transform.position);
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if (seatAlignment == Vehicle.SeatAlignment.None)
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return default;
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return (vehicle, seatAlignment);
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}
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public Vehicle TryEnterVehicleInRange ()
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{
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var vehicleAndSeatAlignment = this.GetVehicleThatPedWouldEnterOnAttempt();
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if (null == vehicleAndSeatAlignment.vehicle)
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return null;
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this.EnterVehicle(vehicleAndSeatAlignment.vehicle, vehicleAndSeatAlignment.seatAlignment);
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return vehicleAndSeatAlignment.vehicle;
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}
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}
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}
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