SanAndreasUnity/Assets/Scripts/Behaviours/Ped/States/VehicleExitingState.cs
2020-05-31 19:09:39 +02:00

87 lines
2 KiB
C#

using UnityEngine;
using SanAndreasUnity.Utilities;
using SanAndreasUnity.Behaviours.Vehicles;
using SanAndreasUnity.Importing.Animation;
namespace SanAndreasUnity.Behaviours.Peds.States
{
public class VehicleExitingState : BaseVehicleState
{
public override void OnBecameActive() {
}
public void ExitVehicle(bool immediate = false)
{
if (!m_ped.IsInVehicle || !m_ped.IsInVehicleSeat)
return;
// obtain current vehicle from Ped
this.CurrentVehicle = m_ped.CurrentVehicle;
this.CurrentVehicleSeat = m_ped.CurrentVehicleSeat;
// after obtaining parameters, switch to this state
m_ped.SwitchState<VehicleExitingState> ();
if (this.CurrentVehicleSeat.IsDriver)
this.CurrentVehicle.StopControlling();
StartCoroutine (ExitVehicleAnimation (immediate));
}
private System.Collections.IEnumerator ExitVehicleAnimation(bool immediate)
{
var seat = this.CurrentVehicleSeat;
var animIndex = seat.IsLeftHand ? AnimIndex.GetOutLeft : AnimIndex.GetOutRight;
m_model.VehicleParentOffset = Vector3.Scale(m_model.GetAnim(AnimGroup.Car, animIndex).RootStart, new Vector3(-1, -1, -1));
if (!immediate)
{
var animState = m_model.PlayAnim(AnimGroup.Car, animIndex, PlayMode.StopAll);
animState.wrapMode = WrapMode.Once;
// wait until anim finishes or stops
while (animState.enabled)
yield return new WaitForEndOfFrame();
}
// ped now completely exited the vehicle
m_model.IsInVehicle = false;
this.CurrentVehicle = null;
this.CurrentVehicleSeat = null;
seat.OccupyingPed = null;
m_ped.transform.localPosition = m_model.VehicleParentOffset;
m_ped.transform.localRotation = Quaternion.identity;
m_ped.transform.SetParent(null);
m_ped.characterController.enabled = true;
m_model.VehicleParentOffset = Vector3.zero;
// change camera parent
if (m_ped.IsControlledByLocalPlayer) {
if (m_ped.Camera != null) {
m_ped.Camera.transform.SetParent (null, true);
}
}
// switch to stand state
m_ped.SwitchState<StandState> ();
}
}
}