SanAndreasUnity/Assets/Scripts/Behaviours/Ped/States/VehicleExitingState.cs
2020-05-31 19:09:40 +02:00

132 lines
3.3 KiB
C#

using UnityEngine;
using SanAndreasUnity.Utilities;
using SanAndreasUnity.Behaviours.Vehicles;
using SanAndreasUnity.Importing.Animation;
using System.Linq;
namespace SanAndreasUnity.Behaviours.Peds.States
{
public class VehicleExitingState : BaseVehicleState
{
Coroutine m_coroutine;
bool m_isExitingImmediately = false;
public override void OnBecameActive()
{
base.OnBecameActive();
this.ExitVehicleInternal();
}
public override void OnBecameInactive()
{
this.Cleanup();
m_isExitingImmediately = false;
if (m_coroutine != null)
StopCoroutine(m_coroutine);
m_coroutine = null;
base.OnBecameInactive();
}
public override void OnSwitchedStateByServer()
{
// obtain current vehicle and seat from Ped
this.CurrentVehicle = m_ped.CurrentVehicle;
this.CurrentVehicleSeat = m_ped.CurrentVehicleSeat;
m_isExitingImmediately = false;
// switch state
m_ped.SwitchState(this.GetType());
}
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;
m_isExitingImmediately = immediate;
// after obtaining parameters, switch to this state
m_ped.SwitchState<VehicleExitingState> ();
// we'll do the rest of the work when our state gets activated
}
void ExitVehicleInternal()
{
VehicleEnteringState.PreparePedForVehicle(m_ped, this.CurrentVehicle, this.CurrentVehicleSeat);
// TODO: no need for this, vehicle should know when there is no driver
// TODO: but, right now, this should be included in cleanup
if (this.CurrentVehicleSeat.IsDriver)
this.CurrentVehicle.StopControlling();
if (m_isServer && this.CurrentVehicleSeat.IsDriver)
{
// remove authority
Net.NetManager.RemoveAuthority(this.CurrentVehicle.gameObject);
}
// send message to clients
if (m_isServer)
{
if (!m_isExitingImmediately)
{
// We don't need to send this message. If ped exits immediately, he will switch to stand state.
// If he starts exiting, he will change state to this one. Either way, switching state on client
// will be performed ok.
}
}
m_coroutine = StartCoroutine (ExitVehicleAnimation (m_isExitingImmediately));
}
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_ped.transform.localPosition = m_model.VehicleParentOffset;
m_ped.transform.localRotation = Quaternion.identity;
m_model.VehicleParentOffset = Vector3.zero;
// now switch to other state
// when our state gets deactivated, it will cleanup everything
if (m_isServer)
m_ped.SwitchState<StandState> ();
}
}
}