mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 20:43:04 +00:00
87 lines
2 KiB
C#
87 lines
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.Importing.Animation;
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namespace SanAndreasUnity.Behaviours.Peds.States
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{
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public class VehicleExitingState : BaseVehicleState
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{
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public override void OnBecameActive() {
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}
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public void ExitVehicle(bool immediate = false)
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{
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if (!m_ped.IsInVehicle || !m_ped.IsInVehicleSeat)
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return;
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// obtain current vehicle from Ped
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this.CurrentVehicle = m_ped.CurrentVehicle;
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this.CurrentVehicleSeat = m_ped.CurrentVehicleSeat;
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// after obtaining parameters, switch to this state
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m_ped.SwitchState<VehicleExitingState> ();
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if (this.CurrentVehicleSeat.IsDriver)
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this.CurrentVehicle.StopControlling();
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StartCoroutine (ExitVehicleAnimation (immediate));
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}
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private System.Collections.IEnumerator ExitVehicleAnimation(bool immediate)
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{
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var seat = this.CurrentVehicleSeat;
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var animIndex = seat.IsLeftHand ? AnimIndex.GetOutLeft : AnimIndex.GetOutRight;
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m_model.VehicleParentOffset = Vector3.Scale(m_model.GetAnim(AnimGroup.Car, animIndex).RootStart, 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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// wait until anim finishes or stops
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while (animState.enabled)
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yield return new WaitForEndOfFrame();
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}
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// ped now completely exited the vehicle
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m_model.IsInVehicle = false;
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this.CurrentVehicle = null;
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this.CurrentVehicleSeat = null;
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seat.OccupyingPed = null;
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m_ped.transform.localPosition = m_model.VehicleParentOffset;
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m_ped.transform.localRotation = Quaternion.identity;
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m_ped.transform.SetParent(null);
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m_ped.characterController.enabled = true;
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m_model.VehicleParentOffset = Vector3.zero;
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// change camera parent
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if (m_ped.IsControlledByLocalPlayer) {
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if (m_ped.Camera != null) {
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m_ped.Camera.transform.SetParent (null, true);
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}
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}
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// switch to stand state
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m_ped.SwitchState<StandState> ();
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}
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}
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}
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