mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 20:43:04 +00:00
172 lines
3.9 KiB
C#
172 lines
3.9 KiB
C#
using UnityEngine;
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using SanAndreasUnity.Utilities;
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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 RollState : BaseMovementState
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{
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public override AnimId movementAnim { get { return m_rollLeft ? new AnimId ("ped", "Crouch_Roll_L") : new AnimId ("ped", "Crouch_Roll_R"); } }
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public override AnimId movementWeaponAnim { get { return this.movementAnim; } }
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private bool m_rollLeft = false;
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private AnimationState m_animState;
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public bool CanRoll()
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{
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if( this.IsActiveState )
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return false;
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return true;
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}
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public bool Roll(bool left)
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{
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if( !this.CanRoll() )
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return false;
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m_rollLeft = left;
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m_ped.SwitchState<RollState>();
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return true;
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}
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public override void OnBecameActive ()
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{
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base.OnBecameActive();
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m_animState = m_model.PlayAnim( this.movementAnim );
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// clients have wrap mode set to 'Loop', because state can be switched very fast between roll and crouchaim, and
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// server will not update current state syncvar, so client will not start the state again,
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// and roll state will remain
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m_animState.wrapMode = m_isServer ? WrapMode.Once : WrapMode.Loop;
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m_model.VelocityAxis = 0; // movement will be done along x axis
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}
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public override byte[] GetAdditionalNetworkData()
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{
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var writer = new Mirror.NetworkWriter();
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writer.Write("roll");
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writer.Write(m_rollLeft);
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return writer.ToArray();
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}
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public override void OnSwitchedStateByServer(byte[] data)
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{
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var reader = new Mirror.NetworkReader(data);
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string magicWord = reader.ReadString();
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if (magicWord != "roll")
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Debug.LogErrorFormat("wrong magic word when switching to roll state: {0}", magicWord);
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m_rollLeft = reader.ReadBoolean();
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base.OnSwitchedStateByServer(null);
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}
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protected override void SwitchToMovementState ()
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{
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// don't switch to any state from here - we'll switch when anim finishes
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}
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protected override void SwitchToAimState ()
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{
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// don't switch to any state from here - we'll switch when anim finishes
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}
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protected override void UpdateHeading ()
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{
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if (m_isServer || m_ped.IsControlledByLocalPlayer)
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m_ped.Heading = m_ped.transform.forward;
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}
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protected override void UpdateRotation ()
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{
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// don't change rotation
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}
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protected override void UpdateMovement ()
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{
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// adjust movement input before updating movement
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// because only server performs moving, we'll do this only on server
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// also, we should preserve movement input - this is needed because, if we exit roll state,
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// we could quickly switch back to it, because we overrided client's movement input
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Vector3 originalMovementInput = m_ped.Movement;
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if (m_isServer)
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m_ped.Movement = m_rollLeft ? -m_ped.transform.right : m_ped.transform.right;
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base.UpdateMovement();
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m_ped.Movement = originalMovementInput;
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}
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protected override void UpdateAnims ()
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{
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// correct local x position of root frame
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Vector3 pos = m_model.RootFrame.transform.localPosition;
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pos.x = 0f;
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m_model.RootFrame.transform.localPosition = pos;
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}
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public override void LateUpdateState ()
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{
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base.LateUpdateState();
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if( !this.IsActiveState )
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return;
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if (m_isServer)
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{
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// check if anim is finished
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if( null == m_animState || !m_animState.enabled )
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{
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// anim finished
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// switch to other state
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// try to switch to crouch aim state
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CrouchState.SwitchToAimState(m_ped);
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if( !this.IsActiveState )
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return;
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// switch to crouch state
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m_ped.SwitchState<CrouchState>();
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}
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}
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}
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public override void OnSubmitPressed ()
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{
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// ignore
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}
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public override void OnJumpPressed ()
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{
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// ignore
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}
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public override void OnCrouchButtonPressed ()
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{
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// ignore
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}
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public override void OnFlyButtonPressed ()
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{
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// ignore
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}
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public override void OnFlyThroughButtonPressed ()
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{
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// ignore
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}
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}
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}
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