mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-30 15:59:09 +00:00
133 lines
3.2 KiB
C#
133 lines
3.2 KiB
C#
using UnityEngine;
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using SanAndreasUnity.Utilities;
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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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namespace SanAndreasUnity.Behaviours.Peds.States
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{
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public class VehicleEnteringState : BaseVehicleState
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{
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Coroutine m_coroutine;
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public override void OnBecameInactive()
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{
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// restore everything
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if (!m_ped.IsInVehicle)
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{
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m_ped.characterController.enabled = true;
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// restore seat's occupying ped ? - no
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m_ped.transform.SetParent(null, true);
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m_model.IsInVehicle = false;
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}
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if (m_coroutine != null)
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StopCoroutine(m_coroutine);
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m_coroutine = null;
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base.OnBecameInactive();
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}
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public bool TryEnterVehicle(Vehicle vehicle, Vehicle.SeatAlignment seatAlignment, bool immediate = false)
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{
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// this code heavily modifies game state, so it can run only on server
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Net.NetStatus.ThrowIfNotOnServer();
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if (!this.CanEnterVehicle (vehicle, seatAlignment))
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return false;
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Vehicle.Seat seat = vehicle.GetSeat (seatAlignment);
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// switch state here
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m_ped.SwitchState<VehicleEnteringState>();
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this.CurrentVehicle = vehicle;
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this.CurrentVehicleSeat = seat;
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seat.OccupyingPed = m_ped;
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m_ped.characterController.enabled = false;
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if (m_ped.IsControlledByLocalPlayer)
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{
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if (m_ped.Camera != null) {
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// m_ped.Camera.transform.SetParent (seat.Parent, true);
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}
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}
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m_ped.transform.SetParent(seat.Parent);
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m_ped.transform.localPosition = Vector3.zero;
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m_ped.transform.localRotation = Quaternion.identity;
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if (seat.IsDriver)
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{
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// TODO: this should be done when ped enters the car
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vehicle.StartControlling();
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}
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m_model.IsInVehicle = true;
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if (!vehicle.IsNightToggled && WorldController.IsNight)
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vehicle.IsNightToggled = true;
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else if (vehicle.IsNightToggled && !WorldController.IsNight)
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vehicle.IsNightToggled = false;
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// send message to clients
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if (!immediate)
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Net.PedSync.Local.PedStartedEnteringVehicle();
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m_coroutine = StartCoroutine (EnterVehicleAnimation (seat, immediate));
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return true;
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}
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private System.Collections.IEnumerator EnterVehicleAnimation(Vehicle.Seat seat, bool immediate)
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{
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var animIndex = seat.IsLeftHand ? AnimIndex.GetInLeft : AnimIndex.GetInRight;
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m_model.VehicleParentOffset = Vector3.Scale(m_model.GetAnim(AnimGroup.Car, animIndex).RootEnd, new Vector3(-1, -1, -1));
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if (!immediate)
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{
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var animState = m_model.PlayAnim(AnimGroup.Car, animIndex, PlayMode.StopAll);
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animState.wrapMode = WrapMode.Once;
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// TODO: also check if this state is still active state
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while (animState.enabled)
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{
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yield return new WaitForEndOfFrame();
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}
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}
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// TODO: check if this state is still active, and if vehicle is alive
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// ped now completely entered the vehicle
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// call method from VehicleSittingState - he will switch state
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m_ped.GetStateOrLogError<VehicleSittingState> ().EnterVehicle(this.CurrentVehicle, seat);
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// this variable is not needed - it can be obtained based on current state
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// IsInVehicleSeat = true;
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}
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internal void PedStartedEnteringVehicle(Vehicle vehicle, Vehicle.SeatAlignment seatAlignment)
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{
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// sent from server
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}
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}
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}
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