mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-27 06:20:17 +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
622 lines
No EOL
21 KiB
C#
622 lines
No EOL
21 KiB
C#
using SanAndreasUnity.Importing.Conversion;
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using SanAndreasUnity.Importing.Items;
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using SanAndreasUnity.Importing.Items.Definitions;
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using SanAndreasUnity.Importing.Vehicles;
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using System;
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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 partial class Vehicle
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{
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[Flags]
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public enum WheelAlignment
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{
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None = 0,
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Front = 1,
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Mid = 2,
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Rear = 4,
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Left = 8,
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Right = 16,
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LeftRightMask = Left | Right,
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FrontMidRearMask = Front | Mid | Rear,
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RightFront = Right | Front,
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LeftFront = Left | Front,
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RightMid = Right | Mid,
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LeftMid = Left | Mid,
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RightRear = Right | Rear,
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LeftRear = Left | Rear,
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}
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[Flags]
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public enum SeatAlignment
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{
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None = 0,
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Front = 1,
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Back = 2,
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Left = 4,
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Right = 8,
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FrontBackMask = Front | Back,
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LeftRightMask = Left | Right,
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FrontRight = Front | Right,
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FrontLeft = Front | Left,
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BackRight = Back | Right,
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BackLeft = Back | Left,
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}
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public enum DoorAlignment
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{
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None,
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RightFront,
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LeftFront,
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RightRear,
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LeftRear,
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}
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private static VehicleDef[] _sRandomSpawnable;
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private static int _sMaxSpawnableIndex;
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private static VehicleDef[] GetRandomSpawnableDefs(out int maxIndex)
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{
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var all = Item.GetDefinitions<VehicleDef>().ToArray();
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var defs = all
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.Where(x => x.Frequency > 0 && x.VehicleType == VehicleType.Car)
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.ToArray();
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maxIndex = defs.Sum(x => x.Frequency);
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return defs;
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}
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private static VehicleDef GetRandomDef()
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{
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if (_sRandomSpawnable == null)
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{
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_sRandomSpawnable = GetRandomSpawnableDefs(out _sMaxSpawnableIndex);
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}
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var index = UnityEngine.Random.Range(0, _sMaxSpawnableIndex);
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foreach (var def in _sRandomSpawnable)
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{
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index -= def.Frequency;
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if (index < 0) return def;
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}
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throw new Exception("Unable to find cars to spawn");
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}
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public static void GetPositionForSpawning(Transform inFrontOfTransform, out Vector3 pos, out Quaternion rot) {
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pos = Vector3.zero;
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rot = Quaternion.identity;
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Vector3 spawnOffset = new Vector3 (0, 2, 5);
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pos = inFrontOfTransform.position + inFrontOfTransform.forward * spawnOffset.z + inFrontOfTransform.up * spawnOffset.y
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+ inFrontOfTransform.right * spawnOffset.x;
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rot = Quaternion.LookRotation(-inFrontOfTransform.right, Vector3.up);
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}
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public static Vehicle Create(VehicleSpawnMapObject spawner)
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{
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return Create(spawner.Info.CarId, spawner.Info.Colors, spawner.transform.position,
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spawner.transform.rotation);
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}
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public static Vehicle Create(int carId, Vector3 position, Quaternion rotation)
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{
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return Create (carId, null, position, rotation);
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}
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public static Vehicle CreateInFrontOf(int carId, Transform inFrontOfTransform) {
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Vector3 pos;
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Quaternion rot;
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GetPositionForSpawning (inFrontOfTransform, out pos, out rot);
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return Create (carId, pos, rot);
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}
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public static Vehicle CreateRandomInFrontOf(Transform inFrontOfTransform)
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{
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return CreateInFrontOf(-1, inFrontOfTransform);
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}
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public static Vehicle Create(int carId, int[] colors, Vector3 position, Quaternion rotation)
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{
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GameObject go = Instantiate(VehicleManager.Instance.vehiclePrefab);
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try
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{
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var v = Create(go, carId, colors, position, rotation);
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if (Net.NetStatus.IsServer)
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{
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v.GetComponent<VehicleController>().OnAfterCreateVehicle();
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Net.NetManager.Spawn(go);
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}
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return v;
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}
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catch
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{
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// if something fails, destroy the game object
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Destroy(go);
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throw;
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}
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}
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public static Vehicle Create(GameObject vehicleGameObject, int carId, int[] colors,
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Vector3 position, Quaternion rotation)
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{
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var inst = vehicleGameObject.AddComponent<Vehicle>();
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VehicleDef def;
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if (carId == -1)
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{
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def = GetRandomDef();
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}
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else
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{
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def = Item.GetDefinition<VehicleDef>(carId);
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}
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inst.Initialize(def, colors);
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inst.transform.position = position - Vector3.up * inst.AverageWheelHeight;
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inst.transform.localRotation = rotation;
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return inst;
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}
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private Geometry.GeometryParts _geometryParts;
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public class Wheel
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{
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public WheelAlignment Alignment { get; set; }
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public bool IsLeftHand
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{
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get { return (Alignment & WheelAlignment.Left) == WheelAlignment.Left; }
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}
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public bool IsRightHand
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{
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get { return (Alignment & WheelAlignment.Right) == WheelAlignment.Right; }
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}
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public bool IsFront
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{
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get { return (Alignment & WheelAlignment.Front) == WheelAlignment.Front; }
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}
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public bool IsMid
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{
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get { return (Alignment & WheelAlignment.Mid) == WheelAlignment.Mid; }
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}
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public bool IsRear
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{
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get { return (Alignment & WheelAlignment.Rear) == WheelAlignment.Rear; }
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}
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public Transform Parent { get; set; }
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public Transform Child { get; set; }
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public WheelCollider Collider { get; set; }
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public Wheel Complement { get; set; }
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public float Travel { get; private set; }
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public void UpdateTravel()
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{
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Travel = 1f;
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WheelHit hit;
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if (Collider.GetGroundHit(out hit))
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{
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Travel = (-Parent.transform.InverseTransformPoint(hit.point).y - Collider.radius) / Collider.suspensionDistance;
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}
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}
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public Quaternion Roll { get; set; }
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}
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public class Seat
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{
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public SeatAlignment Alignment { get; internal set; }
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public Transform Parent { get; internal set; }
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/// <summary> Ped that is occupying this seat. </summary>
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public Ped OccupyingPed { get; internal set; }
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public float TimeWhenPedChanged { get; internal set; } = float.NegativeInfinity;
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public float TimeSincePedChanged => Time.time - this.TimeWhenPedChanged;
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public bool IsTaken { get { return this.OccupyingPed != null; } }
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public bool IsLeftHand
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{
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get { return (Alignment & SeatAlignment.Left) == SeatAlignment.Left; }
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}
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public bool IsRightHand
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{
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get { return (Alignment & SeatAlignment.Right) == SeatAlignment.Right; }
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}
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public bool IsFront
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{
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get { return (Alignment & SeatAlignment.Front) == SeatAlignment.Front; }
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}
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public bool IsBack
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{
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get { return (Alignment & SeatAlignment.Back) == SeatAlignment.Back; }
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}
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public bool IsDriver
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{
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get { return Alignment == SeatAlignment.FrontLeft; }
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}
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}
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private FrameContainer _frames;
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public FrameContainer Frames => _frames;
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public Transform EngineTransform { get; private set; }
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public Transform PetrolcapTransform { get; private set; }
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private static GameObject s_highDetailMeshesContainer;
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public Transform HighDetailMeshesParent { get; private set; }
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private List<KeyValuePair<Transform, Transform>> m_highDetailMeshObjectsToUpdate = new List<KeyValuePair<Transform, Transform>>();
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private readonly List<Wheel> _wheels = new List<Wheel>();
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private readonly List<Seat> _seats = new List<Seat>();
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public List<Wheel> Wheels { get { return _wheels; } }
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public List<Seat> Seats { get { return _seats; } }
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private WheelAlignment GetWheelAlignment(string frameName)
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{
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switch (frameName)
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{
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case "wheel_rf_dummy":
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return WheelAlignment.RightFront;
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case "wheel_lf_dummy":
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return WheelAlignment.LeftFront;
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case "wheel_rm_dummy":
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return WheelAlignment.RightMid;
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case "wheel_lm_dummy":
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return WheelAlignment.LeftMid;
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case "wheel_rb_dummy":
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return WheelAlignment.RightRear;
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case "wheel_lb_dummy":
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return WheelAlignment.LeftRear;
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default:
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return WheelAlignment.None;
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}
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}
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private DoorAlignment GetDoorAlignment(string frameName)
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{
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switch (frameName)
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{
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case "door_rf_dummy":
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return DoorAlignment.RightFront;
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case "door_lf_dummy":
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return DoorAlignment.LeftFront;
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case "door_rr_dummy":
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return DoorAlignment.RightRear;
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case "door_lr_dummy":
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return DoorAlignment.LeftRear;
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default:
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return DoorAlignment.None;
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}
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}
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public Transform GetPart(string name)
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{
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var frame = _frames.GetByName(name);
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return frame != null ? frame.transform : null;
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}
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private void AttachSeat(Transform parent, SeatAlignment alignment)
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{
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_seats.Add(new Seat { Parent = parent, Alignment = alignment });
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}
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public static Geometry.GeometryParts LoadGeometryParts(VehicleDef vehicleDef)
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{
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return Geometry.Load(vehicleDef.ModelName,
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TextureDictionary.Load(vehicleDef.TextureDictionaryName),
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TextureDictionary.Load("vehicle"),
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TextureDictionary.Load("misc"));
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}
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private void Initialize(VehicleDef def, int[] colors = null)
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{
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Definition = def;
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if (colors != null && colors[0] != -1)
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{
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SetColors(colors);
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}
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else
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{
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var defaultClrs = CarColors.GetCarDefaults(Definition.ModelName);
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if (defaultClrs != null)
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{
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SetColors(defaultClrs[UnityEngine.Random.Range(0, defaultClrs.Count)]);
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}
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else
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{
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Debug.LogWarningFormat("No colours defined for {0}!", def.GameName);
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}
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}
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name = Definition.GameName;
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_geometryParts = LoadGeometryParts(Definition);
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_frames = _geometryParts.AttachFrames(transform, MaterialFlags.Vehicle);
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var wheelFrame = _frames.FirstOrDefault(x => x.Name == "wheel");
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if (wheelFrame == null)
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{
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Debug.LogWarningFormat("No wheels defined for {0}!", def.GameName);
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Destroy(gameObject);
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return;
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}
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var engineFrame = _frames.FirstOrDefault(x => x.Name == "engine");
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if (engineFrame != null)
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this.EngineTransform = engineFrame.transform;
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var petrolcapFrame = _frames.FirstOrDefault(x => x.Name == "petrolcap");
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if (petrolcapFrame != null)
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this.PetrolcapTransform = petrolcapFrame.transform;
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foreach (var frame in _frames)
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{
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if (!frame.Name.StartsWith("wheel_")) continue;
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if (!frame.Name.EndsWith("_dummy")) continue;
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var childFrames = _frames.Where(x => x.ParentIndex == frame.Index);
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// disable all children of wheel dummies
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foreach (var childFrame in childFrames)
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{
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childFrame.gameObject.SetActive(false);
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}
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var wheelAlignment = GetWheelAlignment(frame.Name);
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Wheel inst;
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// see if this wheel dummy has a wheel child
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var wheel = childFrames.FirstOrDefault(x => x.Name == "wheel");
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if (wheel == null)
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{
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var copy = Instantiate(wheelFrame.transform);
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copy.SetParent(frame.transform, false);
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_wheels.Add(inst = new Wheel
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{
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Alignment = wheelAlignment,
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Parent = frame.transform,
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Child = copy,
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});
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}
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else
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{
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// all children of wheel dummies get set to inactive so activate this one
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wheel.gameObject.SetActive(true);
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_wheels.Add(inst = new Wheel
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{
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Alignment = wheelAlignment,
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Parent = frame.transform,
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Child = wheel.transform,
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});
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}
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if (inst.IsLeftHand)
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{
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frame.transform.Rotate(Vector3.up, 180.0f);
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}
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inst.Complement = _wheels.FirstOrDefault(x =>
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(x.Alignment & WheelAlignment.LeftRightMask) != (inst.Alignment & WheelAlignment.LeftRightMask) &&
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(x.Alignment & WheelAlignment.FrontMidRearMask) == (inst.Alignment & WheelAlignment.FrontMidRearMask));
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if (inst.Complement != null)
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{
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inst.Complement.Complement = inst;
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}
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}
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InitializePhysics();
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this.Health = this.MaxHealth = Mathf.Pow(this.HandlingData.Mass, VehicleManager.Instance.massToHealthExponent);
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//this.SetupDoorsHingeJoints();
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var frontSeat = GetPart("ped_frontseat");
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var backSeat = GetPart("ped_backseat");
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if (frontSeat != null)
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{
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var frontSeatMirror = new GameObject("ped_frontseat").transform;
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frontSeatMirror.SetParent(frontSeat.parent, false);
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frontSeatMirror.localPosition = Vector3.Scale(frontSeat.localPosition, new Vector3(-1f, 1f, 1f));
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if (frontSeat.localPosition.x > 0f)
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{
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AttachSeat(frontSeat, SeatAlignment.FrontRight);
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AttachSeat(frontSeatMirror, SeatAlignment.FrontLeft);
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}
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else
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{
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AttachSeat(frontSeatMirror, SeatAlignment.FrontRight);
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AttachSeat(frontSeat, SeatAlignment.FrontLeft);
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}
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DriverTransform = GetSeat(SeatAlignment.FrontLeft).Parent;
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}
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if (backSeat != null)
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{
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var backSeatMirror = new GameObject("ped_backseat").transform;
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backSeatMirror.SetParent(backSeat.parent, false);
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backSeatMirror.localPosition = Vector3.Scale(backSeat.localPosition, new Vector3(-1f, 1f, 1f));
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if (backSeat.localPosition.x > 0f)
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{
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AttachSeat(backSeat, SeatAlignment.BackRight);
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AttachSeat(backSeatMirror, SeatAlignment.BackLeft);
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}
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else
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{
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AttachSeat(backSeatMirror, SeatAlignment.BackRight);
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AttachSeat(backSeat, SeatAlignment.BackLeft);
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}
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}
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// Add vehicle damage
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/*
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var dam = gameObject.AddComponent<VehicleDamage>();
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dam.damageParts = new Transform[] { transform.GetChild(0).Find("engine") };
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dam.deformMeshes = gameObject.GetComponentsInChildren<MeshFilter>();
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dam.displaceParts = gameObject.GetComponentsInChildren<Transform>().Where(x => x.GetComponent<Frame>() != null || x.GetComponent<FrameContainer>() != null).ToArray();
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dam.damageFactor = VehicleAPI.constDamageFactor;
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dam.collisionIgnoreHeight = -.4f;
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dam.collisionTimeGap = .1f;
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//OptimizeVehicle();
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dam.deformColliders = gameObject.GetComponentsInChildren<MeshCollider>();
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*/
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gameObject.SetLayerRecursive(Layer);
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|
|
|
SetupHighDetailMesh();
|
|
|
|
}
|
|
|
|
void SetupHighDetailMesh()
|
|
{
|
|
// We need to add mesh colliders with high detail vehicle's mesh.
|
|
// These colliders will be used, among other things, when raycasting with weapons.
|
|
// This is a problem because Unity does not support concave (non-convex) mesh colliders attached to rigid body.
|
|
// Tried adding a separate kinematic rigid body (kinematic ones work with concave mesh colliders) to each object with a mesh filter, but without success.
|
|
// So, we are left with the following options:
|
|
// - somehow generate multiple convex meshes from a concave mesh
|
|
// - create a separate game object with mesh colliders, and update his position/rotation every frame to be the same as vehicle's
|
|
// Option with a separate game object is chosen.
|
|
|
|
|
|
if (null == s_highDetailMeshesContainer)
|
|
{
|
|
s_highDetailMeshesContainer = new GameObject("Vehicle high detail meshes container");
|
|
}
|
|
|
|
GameObject parent = new GameObject(this.gameObject.name);
|
|
this.HighDetailMeshesParent = parent.transform;
|
|
parent.transform.parent = s_highDetailMeshesContainer.transform;
|
|
parent.transform.SetPositionAndRotation(this.transform.position, this.transform.rotation);
|
|
|
|
this.SetupDamagable();
|
|
|
|
// for each mesh filter, create child game object with mesh collider
|
|
|
|
foreach (var meshFilter in this.gameObject.GetComponentsInChildren<MeshFilter>())
|
|
{
|
|
GameObject child = new GameObject(meshFilter.gameObject.name, typeof(MeshCollider));
|
|
child.layer = Vehicle.MeshLayer;
|
|
child.transform.parent = parent.transform;
|
|
child.transform.SetPositionAndRotation(meshFilter.transform.position, meshFilter.transform.rotation);
|
|
|
|
var meshCollider = child.GetComponent<MeshCollider>();
|
|
meshCollider.convex = false;
|
|
meshCollider.sharedMesh = meshFilter.sharedMesh;
|
|
|
|
if (null != meshFilter.gameObject.GetComponent<Rigidbody>()
|
|
|| null != meshFilter.transform.parent.GetComponent<Rigidbody>()
|
|
|| null != meshFilter.transform.parent.GetComponent<WheelCollider>())
|
|
{
|
|
// this object has a dedicated rigid body or is a wheel, so it will move
|
|
// make sure that we update transform of this object
|
|
m_highDetailMeshObjectsToUpdate.Add(new KeyValuePair<Transform, Transform>(meshFilter.transform, child.transform));
|
|
}
|
|
|
|
}
|
|
|
|
// add petrolcap
|
|
|
|
/*
|
|
if (this.PetrolcapTransform != null)
|
|
{
|
|
GameObject petrolcapGo = new GameObject(this.PetrolcapTransform.name, typeof(BoxCollider));
|
|
petrolcapGo.layer = Vehicle.MeshLayer;
|
|
petrolcapGo.transform.parent = parent.transform;
|
|
petrolcapGo.transform.SetPositionAndRotation(this.PetrolcapTransform.position, this.PetrolcapTransform.rotation);
|
|
|
|
var boxCollider = petrolcapGo.GetComponent<BoxCollider>();
|
|
boxCollider.center = VehicleManager.Instance.petrolcapBoxColliderCenter;
|
|
boxCollider.size = VehicleManager.Instance.petrolcapBoxColliderSize;
|
|
|
|
this.PetrolcapUnderHighDetailMeshTransform = petrolcapGo.transform;
|
|
}
|
|
*/
|
|
|
|
}
|
|
|
|
void SetupDoorsHingeJoints()
|
|
{
|
|
foreach (var pair in _frames.Where(x => x.Name.StartsWith("door_")))
|
|
{
|
|
var doorAlignment = GetDoorAlignment(pair.Name);
|
|
|
|
if (doorAlignment == DoorAlignment.None) continue;
|
|
|
|
var hinge = pair.gameObject.AddComponent<HingeJoint>();
|
|
hinge.axis = Vector3.up;
|
|
hinge.useLimits = true;
|
|
|
|
var limit = 90.0f * ((doorAlignment == DoorAlignment.LeftFront || doorAlignment == DoorAlignment.LeftRear) ? 1.0f : -1.0f);
|
|
hinge.limits = new JointLimits { min = Mathf.Min(0, limit), max = Mathf.Max(0, limit), };
|
|
hinge.connectedBody = gameObject.GetComponent<Rigidbody>();
|
|
}
|
|
}
|
|
}
|
|
} |