mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-18 00:13:07 +00:00
123 lines
No EOL
3.2 KiB
C#
123 lines
No EOL
3.2 KiB
C#
using SanAndreasUnity.Behaviours.Vehicles;
|
|
using System;
|
|
using UnityEngine;
|
|
|
|
public class VehicleBlinker : MonoBehaviour
|
|
{
|
|
#region "Fields"
|
|
|
|
#region "Public Fields"
|
|
|
|
public float repeatInterval = .5f;
|
|
|
|
#endregion "Public Fields"
|
|
|
|
#region "Init private fields"
|
|
|
|
private VehicleLight lightType;
|
|
private Transform parent;
|
|
private Vehicle vehicle;
|
|
|
|
#endregion "Init private fields"
|
|
|
|
#region "Ordinary private fields"
|
|
|
|
private bool _blinkerSwitch;
|
|
private MeshRenderer blinkerRenderer;
|
|
private float defaultIntensity;
|
|
|
|
#endregion "Ordinary private fields"
|
|
|
|
#endregion "Fields"
|
|
|
|
public static VehicleBlinker Init(Transform blinker, VehicleLight light, Vehicle vh)
|
|
{
|
|
VehicleBlinker vehicleBlinker = blinker.gameObject.AddComponent<VehicleBlinker>();
|
|
|
|
vehicleBlinker.parent = blinker;
|
|
vehicleBlinker.lightType = light;
|
|
vehicleBlinker.vehicle = vh;
|
|
|
|
return vehicleBlinker;
|
|
}
|
|
|
|
private bool IsLeftSide
|
|
{
|
|
get
|
|
{
|
|
return VehicleAPI.IsLeftLight(lightType);
|
|
}
|
|
}
|
|
|
|
private bool ShouldBePowered
|
|
{
|
|
get
|
|
{
|
|
return (IsLeftSide && vehicle.blinkerMode == VehicleBlinkerMode.Left || !IsLeftSide && vehicle.blinkerMode == VehicleBlinkerMode.Right) || vehicle.blinkerMode == VehicleBlinkerMode.Emergency;
|
|
}
|
|
}
|
|
|
|
private bool blinkerSwitch
|
|
{
|
|
get
|
|
{
|
|
return _blinkerSwitch;
|
|
}
|
|
|
|
set
|
|
{
|
|
_blinkerSwitch = value;
|
|
ToggleBlinker(_blinkerSwitch);
|
|
}
|
|
}
|
|
|
|
// Use this for initialization
|
|
private void Start()
|
|
{
|
|
if (!VehicleAPI.IsValidIndividualLight(lightType)) throw new Exception("Light sides need to have a valid value, revise your code.");
|
|
|
|
GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Capsule);
|
|
|
|
//If you uncomment this wheels won't steer
|
|
//Destroy(obj.GetComponent<CapsuleCollider>());
|
|
|
|
obj.name = string.Format("Blinker ({0})", lightType.ToString());
|
|
obj.transform.parent = parent;
|
|
obj.transform.position = parent.position + Vector3.right * (IsLeftSide ? -1 : 1) * .2f;
|
|
//obj.transform.localRotation = Quaternion.Euler(new Vector3(0, 30 * (IsLeftSide ? -1 : 1), 0));
|
|
obj.transform.localScale = Vector3.one * .2f;
|
|
|
|
blinkerRenderer = obj.GetComponent<MeshRenderer>();
|
|
|
|
blinkerRenderer.material = Resources.Load<Material>("Materials/Blinker");
|
|
defaultIntensity = blinkerRenderer.material.GetFloat("_MKGlowPower");
|
|
|
|
blinkerSwitch = false;
|
|
|
|
InvokeRepeating("Cycle", 0, repeatInterval);
|
|
}
|
|
|
|
// Update is called once per frame
|
|
private void Update()
|
|
{
|
|
// Must review
|
|
if (vehicle.HasDriverSeat && !ShouldBePowered && blinkerSwitch)
|
|
{
|
|
//Debug.Log("Turning off blinkers!");
|
|
blinkerSwitch = false;
|
|
}
|
|
}
|
|
|
|
private void Cycle()
|
|
{
|
|
if (!(vehicle.HasDriverSeat && ShouldBePowered))
|
|
return;
|
|
|
|
blinkerSwitch = !blinkerSwitch;
|
|
}
|
|
|
|
private void ToggleBlinker(bool active)
|
|
{
|
|
blinkerRenderer.material.SetFloat("_MKGlowPower", active ? defaultIntensity : 0);
|
|
}
|
|
} |