mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-27 14:30:17 +00:00
447 lines
No EOL
14 KiB
C#
447 lines
No EOL
14 KiB
C#
using SanAndreasUnity.Behaviours.World;
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using SanAndreasUnity.Importing.Vehicles;
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using SanAndreasUnity.Utilities;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using VehicleDef = SanAndreasUnity.Importing.Items.Definitions.VehicleDef;
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namespace SanAndreasUnity.Behaviours.Vehicles
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{
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public enum VehicleLight
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{
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FrontLeft = 1,
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FrontRight = 2,
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RearLeft = 4,
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RearRight = 8,
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Front = FrontLeft | FrontRight,
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Rear = RearLeft | RearRight,
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All = Front | Rear
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}
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public enum VehicleBlinkerMode
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{
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None, Left, Right, Emergency
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}
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#if CLIENT
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public partial class Vehicle : Networking.Networkable
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#else
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public partial class Vehicle : MonoBehaviour
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#endif
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{
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static List<Vehicle> s_vehicles = new List<Vehicle>();
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public static IEnumerable<Vehicle> AllVehicles => s_vehicles;
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public static int NumVehicles => s_vehicles.Count;
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private static int _sLayer = -1;
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[HideInInspector]
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public Light m_frontLeftLight, m_frontRightLight, m_rearLeftLight, m_rearRightLight;
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private bool frontLeftLightOk = true, frontRightLightOk = true, rearLeftLightOk = true, rearRightLightOk = true,
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m_frontLeftLightPowered = true, m_frontRightLightPowered = true, m_rearLeftLightPowered = true, m_rearRightLightPowered = true;
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private const float blinkerSum = 1.5f;
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private Material directionalLightsMat;
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internal VehicleBlinkerMode blinkerMode;
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public bool m_frontLeftLightOk
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{
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get
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{
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return frontLeftLightOk;
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}
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set
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{
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frontLeftLightOk = value;
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SetLight(VehicleLight.FrontLeft, value ? 1 : 0);
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}
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}
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public bool m_frontRightLightOk
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{
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get
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{
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return frontRightLightOk;
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}
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set
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{
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frontRightLightOk = value;
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SetLight(VehicleLight.FrontRight, value ? 1 : 0);
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}
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}
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public bool m_rearLeftLightOk
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{
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get
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{
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return rearLeftLightOk;
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}
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set
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{
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rearLeftLightOk = value;
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SetLight(VehicleLight.RearLeft, value ? 1 : 0);
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}
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}
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public bool m_rearRightLightOk
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{
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get
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{
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return rearRightLightOk;
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}
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set
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{
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rearRightLightOk = value;
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SetLight(VehicleLight.RearRight, value ? 1 : 0);
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}
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}
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public static int Layer
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{
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get { return _sLayer == -1 ? _sLayer = UnityEngine.LayerMask.NameToLayer("Vehicle") : _sLayer; }
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}
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public static int LayerMask { get { return 1 << Layer; } }
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private static int _sLightsId = -1;
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protected static int LightsId
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{
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get
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{
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return _sLightsId == -1 ? _sLightsId = Shader.PropertyToID("_Lights") : _sLightsId;
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}
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}
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private static int[] _sCarColorIds;
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protected static int[] CarColorIds
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{
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get
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{
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return _sCarColorIds ?? (_sCarColorIds = Enumerable.Range(1, 4)
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.Select(x => Shader.PropertyToID(string.Format("_CarColor{0}", x)))
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.ToArray());
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}
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}
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private readonly int[] _colors = { 0, 0, 0, 0 };
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public int[] Colors => _colors;
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private readonly float[] _lights = { 1f, 1f, 1f, 1f };
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private MaterialPropertyBlock _props;
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private bool _colorsChanged, _isNightToggled;
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private const float constRearNightIntensity = .7f;
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public bool IsNightToggled
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{
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get
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{
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return _isNightToggled;
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}
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set
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{
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_isNightToggled = value;
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SetLight(VehicleLight.FrontLeft, _isNightToggled ? VehicleAPI.frontLightIntensity : 0);
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SetLight(VehicleLight.FrontRight, _isNightToggled ? VehicleAPI.frontLightIntensity : 0);
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SetLight(VehicleLight.RearLeft, _isNightToggled ? constRearNightIntensity : 0);
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SetLight(VehicleLight.RearRight, _isNightToggled ? constRearNightIntensity : 0);
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}
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}
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private VehicleController _controller;
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bool m_isServer => Net.NetStatus.IsServer;
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public bool IsControlledByLocalPlayer => Ped.Instance != null && Ped.Instance.CurrentVehicle == this && Ped.Instance.CurrentVehicleSeat.IsDriver;
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public Mirror.NetworkTransform NetTransform { get; private set; }
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private void Awake()
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{
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this.NetTransform = this.GetComponent<Mirror.NetworkTransform>();
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_props = new MaterialPropertyBlock();
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}
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void OnEnable()
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{
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s_vehicles.Add(this);
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}
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void OnDisable()
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{
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s_vehicles.Remove(this);
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}
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void Start()
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{
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this.ApplySyncRate(VehicleManager.Instance.vehicleSyncRate);
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Debug.LogFormat("Created vehicle - id {0}, name {1}, time: {2}", this.Definition.Id,
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this.Definition.GameName, F.CurrentDateForLogging);
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}
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public void SetColors(params int[] clrIndices)
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{
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for (var i = 0; i < 4 && i < clrIndices.Length; ++i)
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{
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if (_colors[i].Equals(clrIndices[i])) continue;
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_colors[i] = clrIndices[i];
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_colorsChanged = true;
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}
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}
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private Light GetLight(VehicleLight light)
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{
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//if (light == VehicleLight.All || light == VehicleLight.Front || light == VehicleLight.Rear) throw new System.Exception("Light must be right or left, can't be general!");
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switch (light)
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{
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case VehicleLight.FrontLeft:
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return m_frontLeftLight;
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case VehicleLight.FrontRight:
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return m_frontRightLight;
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case VehicleLight.RearLeft:
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return m_rearLeftLight;
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case VehicleLight.RearRight:
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return m_rearRightLight;
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}
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return null;
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}
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private bool IsLightOk(VehicleLight light)
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{
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switch (light)
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{
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case VehicleLight.FrontLeft:
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return m_frontLeftLightOk;
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case VehicleLight.FrontRight:
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return m_frontRightLightOk;
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case VehicleLight.RearLeft:
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return m_rearLeftLightOk;
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case VehicleLight.RearRight:
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return m_rearRightLightOk;
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}
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return true;
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}
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private bool IsAnyLightPowered()
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{
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if (_lights != null)
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return _lights.Any(x => x > 0);
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return false;
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}
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public void SetLight(VehicleLight light, float brightness)
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{
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brightness = Mathf.Clamp01(brightness);
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for (var i = 0; i < 4; ++i)
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{
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var bit = 1 << i;
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if (((int)light & bit) == bit)
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{
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VehicleLight parsedLight = (VehicleLight)bit; //VehicleAPI.ParseFromBit(i);
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if (IsLightOk(parsedLight))
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{
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Light lightObj = GetLight(parsedLight);
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bool mustRearPower = _isNightToggled && !VehicleAPI.IsFrontLight(light);
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if (brightness > 0 || mustRearPower)
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{
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if (lightObj != null && !lightObj.enabled)
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{
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lightObj.enabled = true;
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lightObj.intensity = mustRearPower ? constRearNightIntensity : brightness;
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}
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}
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else
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{
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if (lightObj != null) lightObj.enabled = false;
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}
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SetLight(i, mustRearPower ? constRearNightIntensity : brightness);
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}
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}
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}
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}
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private void SetLight(int index, float brightness)
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{
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if (_lights[index] == brightness) return;
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_lights[index] = brightness;
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_colorsChanged = true;
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}
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public VehicleDef Definition { get; private set; }
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public Transform DriverTransform { get; private set; }
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public bool HasDriverSeat { get { return DriverTransform != null && DriverTransform.childCount > 0; } }
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public VehicleController StartControlling()
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{
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//SetAllCarLights();
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return _controller ?? (_controller = gameObject.GetOrAddComponent<VehicleController>());
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}
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public void SetAllCarLights()
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{
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// Implemented: Add lights
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Transform headlights = this.GetComponentWithName<Transform>("headlights"),
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taillights = this.GetComponentWithName<Transform>("taillights");
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Vehicle vh = gameObject.GetComponent<Vehicle>();
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if (headlights != null)
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{
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m_frontLeftLight = VehicleAPI.SetCarLight(vh, headlights, VehicleLight.FrontLeft);
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m_frontRightLight = VehicleAPI.SetCarLight(vh, headlights, VehicleLight.FrontRight);
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}
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if (taillights != null)
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{
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m_rearLeftLight = VehicleAPI.SetCarLight(vh, taillights, VehicleLight.RearLeft);
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m_rearRightLight = VehicleAPI.SetCarLight(vh, taillights, VehicleLight.RearRight);
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}
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m_frontLeftLightOk = m_frontLeftLight != null;
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m_frontRightLightOk = m_frontRightLight != null;
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m_rearLeftLightOk = m_rearLeftLight != null;
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m_rearRightLightOk = m_rearRightLight != null;
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}
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public SeatAlignment FindClosestSeat(Vector3 position)
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{
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var seat = _seats.Select((s, i) => new { s, i })
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.OrderBy(x => Vector3.Distance(position, x.s.Parent.position))
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.FirstOrDefault();
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return (seat == null ? SeatAlignment.None : seat.s.Alignment);
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}
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public Transform FindClosestSeatTransform(Vector3 position)
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{
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return GetSeatTransform(FindClosestSeat(position));
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}
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public Seat GetSeat(SeatAlignment alignment)
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{
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return _seats.FirstOrDefault(x => x.Alignment == alignment);
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}
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public Seat DriverSeat => _seats.FirstOrDefault(s => s.IsDriver);
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public Transform GetSeatTransform(SeatAlignment alignment)
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{
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return GetSeat(alignment).Parent;
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}
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public void StopControlling()
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{
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//Destroy(_controller);
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//_controller = null;
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}
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private void UpdateColors()
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{
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_colorsChanged = false;
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var indices = CarColors.FromIndices(_colors);
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for (var i = 0; i < 4; ++i)
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_props.SetColor(CarColorIds[i], indices[i]);
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_props.SetVector(LightsId, new Vector4(_lights[0], _lights[1], _lights[2], _lights[3]));
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foreach (var frame in _frames)
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{
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var mr = frame.GetComponent<MeshRenderer>();
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if (mr == null) continue;
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mr.SetPropertyBlock(_props);
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}
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}
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private void Update()
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{
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foreach (var wheel in _wheels)
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{
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Vector3 position = Vector3.zero;
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WheelHit wheelHit;
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if (wheel.Collider.GetGroundHit(out wheelHit))
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{
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position.y = (wheelHit.point.y - wheel.Collider.transform.position.y) + wheel.Collider.radius;
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}
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else
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{
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position.y -= wheel.Collider.suspensionDistance;
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}
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wheel.Child.transform.localPosition = position;
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// reset the yaw
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wheel.Child.localRotation = wheel.Roll;
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// calculate new roll
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wheel.Child.Rotate(wheel.IsLeftHand ? Vector3.left : Vector3.right, wheel.Collider.rpm / 60.0f * 360.0f * Time.deltaTime);
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wheel.Roll = wheel.Child.localRotation;
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// apply yaw
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wheel.Child.localRotation = Quaternion.AngleAxis(wheel.Collider.steerAngle, Vector3.up) * wheel.Roll;
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}
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if (_colorsChanged)
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{
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UpdateColors();
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}
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}
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private void FixedUpdate()
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{
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// NetworkingFixedUpdate();
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PhysicsFixedUpdate();
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}
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private IEnumerator DelayedBlinkersTurnOff()
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{
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yield return new WaitForSeconds(blinkerSum);
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if (blinkerMode != VehicleBlinkerMode.None)
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blinkerMode = VehicleBlinkerMode.None;
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}
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public void ApplySyncRate(float syncRate)
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{
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foreach (var comp in this.GetComponents<Mirror.NetworkBehaviour>())
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comp.syncInterval = 1.0f / syncRate;
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// also assign it to NetworkTransform, because it may be disabled
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if (this.NetTransform != null)
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this.NetTransform.syncInterval = 1.0f / syncRate;
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}
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}
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} |