mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
155 lines
4.5 KiB
C#
155 lines
4.5 KiB
C#
using UnityEngine;
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using SanAndreasUnity.Importing.Items.Placements;
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using SanAndreasUnity.Utilities;
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using System.Collections.Generic;
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namespace SanAndreasUnity.Behaviours.World
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{
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public class EntranceExitMapObject : MapObject
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{
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static List<EntranceExitMapObject> s_allObjects = new List<EntranceExitMapObject>();
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public static IEnumerable<EntranceExitMapObject> AllObjects => s_allObjects;
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Coroutine m_animateArrowCoroutine;
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public float minArrowPos = -1f;
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public float maxArrowPos = 1f;
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public Transform arrowTransform;
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public float arrowMoveSpeed = 0.3f;
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public static EntranceExitMapObject Create(EntranceExit info)
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{
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var obj = Object.Instantiate(Cell.Instance.enexPrefab).GetComponent<EntranceExitMapObject>();
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obj.Initialize(info);
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return obj;
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}
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public EntranceExit Info { get; private set; }
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void Initialize(EntranceExit info)
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{
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Info = info;
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name = string.Format("ENEX ({0})", info.Name);
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float height = 2f;
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Initialize(info.EntrancePos + Vector3.up * height * 0.5f, Quaternion.identity);
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gameObject.SetActive(false);
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gameObject.isStatic = true;
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// collider
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var collider = gameObject.GetComponent<BoxCollider>();
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collider.size = new Vector3(info.Size.x, height, info.Size.y);
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collider.isTrigger = true;
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// need rigid body for detecting collisions
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var rb = gameObject.GetComponent<Rigidbody>();
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rb.mass = 0f;
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rb.isKinematic = true;
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}
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void OnEnable()
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{
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s_allObjects.Add(this);
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m_animateArrowCoroutine = this.StartCoroutine(this.AnimateArrow());
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}
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void OnDisable()
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{
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s_allObjects.Remove(this);
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if (m_animateArrowCoroutine != null)
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this.StopCoroutine(m_animateArrowCoroutine);
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m_animateArrowCoroutine = null;
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}
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void OnDrawGizmosSelected()
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{
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Utilities.F.HandlesDrawText(this.transform.position, this.name, Color.yellow);
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}
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protected override float OnRefreshLoadOrder(Vector3 from)
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{
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float dist = Vector3.Distance(from, this.transform.position);
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if (dist > 100f)
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{
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this.gameObject.SetActive(false);
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return float.PositiveInfinity;
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}
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return dist * dist;
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}
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protected override void OnLoad()
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{
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//Debug.LogFormat("OnLoad() - {0}", this.gameObject.name);
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}
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protected override void OnShow()
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{
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//Debug.LogFormat("OnShow() - {0}", this.gameObject.name);
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this.gameObject.SetActive(true);
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}
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void OnTriggerEnter(Collider collider)
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{
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//Debug.LogFormat("OnTriggerEnter() - with {0}", collider.gameObject.name);
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var ped = collider.gameObject.GetComponent<Ped>();
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if (ped != null)
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ped.OnStartCollidingWithEnex(this);
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}
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void OnTriggerExit(Collider collider)
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{
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//Debug.LogFormat("OnTriggerExit() - with {0}", collider.gameObject.name);
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var ped = collider.gameObject.GetComponent<Ped>();
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if (ped != null)
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ped.OnStopCollidingWithEnex(this);
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}
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System.Collections.IEnumerator AnimateArrow()
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{
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// place arrow at center
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float center = (this.minArrowPos + this.maxArrowPos) * 0.5f;
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this.arrowTransform.localPosition = this.arrowTransform.localPosition.WithY(center);
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yield return null;
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// move arrow up/down
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// set initial sign (direction of movement)
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float sign = Mathf.Sign(Random.Range(-1f, 1f));
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while (true)
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{
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float y = this.arrowTransform.localPosition.y;
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y += sign * this.arrowMoveSpeed * Time.deltaTime;
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if (y >= this.maxArrowPos || y <= this.minArrowPos)
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{
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// clamp
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y = Mathf.Clamp(y, this.minArrowPos, this.maxArrowPos);
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// flip direction
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sign = - sign;
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}
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this.arrowTransform.localPosition = this.arrowTransform.localPosition.WithY(y);
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yield return null;
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}
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}
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}
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}
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