mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-14 16:27:19 +00:00
32c0be1af2
* wip * much faster world creation * add StaticGeometryInspector * disable child/parent logic and fading * rename * (de)activate objects based on parent * set draw distance based on layers * ... * wip * wip * wip * remove unused param * prevent concurrent modification * ... * catch exceptions when notifying * ... * notify about area, not objects * limit public access to Area * ... * ... * allow public access * add public api * adapt code * pass callback to ctor * adapt focus points * fix * fix intersection check * support rectangles * adjust parameters in prefab * this should fix IsInsideOf() * ... * ... * fix getting area by index * create area if not exists * ... * ... * ... * wip for distance levels * remove constraint on generic parameter * add some validation * fix * fix draw distance per level * change time of day in which lights are visible * add todos * don't use id for UnRegisterFocusPoint() * use hash set for storing focus points * add 1 more level * mark area for update only if visibility changes * profile WorldSystem calls * add some profiling sections * limit time per frame for LoadingThread * switch custom concurrent queue * copy jobs to buffer * rename * change max draw distance setting * wait one more frame * try to remove 801 distance level to remove holes * attempt to hide interiors, but failed * delete no longer needed script * optimization * some error checking * add camera as focus point * dont add camera as focus point in headless mode * working on load priority * fix bug - load priority finished * ... * small optimizations * ... * ... * remove unneeded variable * add fading * dont do fading in headless mode * fadeRate available in inspector * change fade rate * take into account if geometry is loaded when checking if object should be visible, and if fading should be done * small optimization * cache IsInHeadlessMode * display Instance info in inspector * move interiors up in the sky * rename * adapt code to different y pos of interiors * refactor * fix finding matched enex for enexes that lead to the same interior level * display new world stats * rename * rename class * ... * ... * extract function * extract parameters into a struct * add focus point to dead body * add focus point to vehicle * add focus point to vehicle detached parts * remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map * dont use focus points on vehicle and vehicle detached parts, when not on server * add focus point for npc peds * add possibility to set timeout during which focus point keeps revealing after it's destroyed * adapt UnRegisterFocusPoint() to timeout * rename * adapt code * cleanup MapObject class * ... * converting to `lock()` * optimize method: use 1 lock instead of 3 * call OnObjectFinishedLoading() instead of AddToLoadedObjects() * ... * make sure it's main thread * AsyncLoader is no longer thread safe * convert static members to non-static in LoadingThread * fix * ... * store indexes for each area * impl GetAreaCenter() * calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ; * add support for changing draw distance at runtime * delay setting the new value by 0.2 s * have a separate default max draw distance for mobile platforms * adjust y axis world params so that number of visible areas is reduced * remove "camera far clip plane" setting * rename * document flags * rename * disable shadow casting and receiving for some objects * allow casting shadows for LODs with large draw distance * remove "WorldSystem" layer * revert layer
81 lines
2.3 KiB
C#
81 lines
2.3 KiB
C#
using System.Collections.Generic;
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using SanAndreasUnity.Behaviours.World;
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using UnityEngine;
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namespace SanAndreasUnity.Behaviours
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{
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public class PedManager : MonoBehaviour
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{
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public static PedManager Instance { get; private set; }
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public GameObject pedPrefab;
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public float pedTurnSpeed = 10f;
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public bool showPedSpeedometer = true;
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public LayerMask groundFindingIgnoredLayerMask = 0;
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public FocusPoint.Parameters playerPedFocusPointParameters = new FocusPoint.Parameters(false, 0f, 3f);
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public FocusPoint.Parameters npcPedFocusPointParameters = FocusPoint.Parameters.Default;
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[Header("Camera")]
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public float cameraDistanceFromPed = 3f;
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public float minCameraDistanceFromPed = 2f;
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public float maxCameraDistanceFromPed = 30f;
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public LayerMask cameraRaycastIgnoredLayerMask = 0;
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[Header("Damage")]
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public float legAndArmDamageMultiplier = 0.8f;
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public float stomachAndChestDamageMultiplier = 1.0f;
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public float headDamageMultiplier = 4.0f;
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public float inflictedDamageMessageVelocityInScreenPerc = 0.2f;
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public float inflictedDamageMessageLifetime = 1.0f;
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public Color inflictedDamageMessageColor = Color.green;
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[Header("Health bar")]
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public bool displayHealthBarAbovePeds = false;
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public float healthBarWorldWidth = 0.5f;
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public float healthBarWorldHeight = 0.1f;
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public float healthBarMaxScreenHeight = 20f;
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public float healthBarVerticalOffset = 0.3f;
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public Color healthColor = Color.red;
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public Color healthBackgroundColor = (Color.red + Color.black) * 0.5f;
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[Header("Ped AI")]
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public float AIStoppingDistance = 3f;
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public float AIVehicleEnterDistance = 1.25f;
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[Header("Net")]
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public float pedSyncRate = 10;
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[Header("Ragdoll")]
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public GameObject ragdollPrefab;
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public float ragdollMass = 100f;
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public float ragdollLifetime = 30f;
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public float ragdollDrag = 0.05f;
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public float ragdollMaxDepenetrationVelocity = 10f;
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public float ragdollDamageForce = 4f;
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public float ragdollDamageForceWhenDetached = 4f;
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public CollisionDetectionMode ragdollCollisionDetectionMode = CollisionDetectionMode.Discrete;
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[Range(1, 60)] public float ragdollSyncRate = 20f;
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public RigidbodyInterpolation ragdollInterpolationMode = RigidbodyInterpolation.Extrapolate;
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void Awake ()
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{
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Instance = this;
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}
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}
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}
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