SanAndreasUnity/Assets/Scripts/Behaviours/Ped/States/VehicleSittingState.cs
2020-05-31 19:09:46 +02:00

173 lines
4.1 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 VehicleSittingState : BaseVehicleState
{
Vector3 m_vehicleParentOffset = Vector3.zero;
Vector3 m_rootFramePos = Vector3.zero;
public override void OnBecameActive()
{
base.OnBecameActive();
if (m_isServer) // clients will do this when vehicle gets assigned
this.EnterVehicleInternal();
}
public override void OnBecameInactive()
{
m_vehicleParentOffset = Vector3.zero;
this.Cleanup();
base.OnBecameInactive();
}
protected override void GetAdditionalNetworkData(Mirror.NetworkWriter writer)
{
base.GetAdditionalNetworkData(writer);
writer.Write(m_vehicleParentOffset);
}
protected override void ReadNetworkData(Mirror.NetworkReader reader)
{
base.ReadNetworkData(reader);
m_vehicleParentOffset = reader.ReadVector3();
}
protected override void OnVehicleAssigned()
{
this.EnterVehicleInternal();
}
public void EnterVehicle(Vehicle vehicle, Vehicle.SeatAlignment seatAlignment)
{
this.EnterVehicle(vehicle, vehicle.GetSeat(seatAlignment));
}
public void EnterVehicle(Vehicle vehicle, Vehicle.Seat seat)
{
this.CurrentVehicle = vehicle;
this.CurrentVehicleSeatAlignment = seat.Alignment;
m_ped.SwitchState<VehicleSittingState> ();
}
void EnterVehicleInternal()
{
Vehicle vehicle = this.CurrentVehicle;
Vehicle.Seat seat = this.CurrentVehicleSeat;
if (m_isServer)
m_vehicleParentOffset = m_model.VehicleParentOffset;
BaseVehicleState.PreparePedForVehicle(m_ped, vehicle, seat);
// save root frame position
this.UpdateWheelTurning(); // play driver anim
m_model.AnimComponent.Sample(); // sample it
if (m_model.RootFrame != null)
m_rootFramePos = m_model.RootFrame.transform.localPosition; // save root frame position
this.UpdateAnimsInternal(); // restore the correct anim
m_model.AnimComponent.Sample();
}
public override void OnSubmitPressed()
{
// exit the vehicle
if (m_isServer)
m_ped.ExitVehicle();
else
base.OnSubmitPressed();
}
public override void UpdateState() {
base.UpdateState();
if (!this.IsActiveState)
return;
this.UpdateAnimsInternal();
}
void UpdateAnimsInternal()
{
var seat = this.CurrentVehicleSeat;
if (seat != null)
{
if (seat.IsDriver)
this.UpdateWheelTurning ();
else
this.UpdateAnimsWhilePassenger();
}
}
protected virtual void UpdateWheelTurning()
{
m_model.VehicleParentOffset = Vector3.zero;
var driveState = this.CurrentVehicle.Steering > 0 ? AnimIndex.DriveRight : AnimIndex.DriveLeft;
var state = m_model.PlayAnim(AnimGroup.Car, driveState, PlayMode.StopAll);
state.speed = 0.0f;
state.wrapMode = WrapMode.ClampForever;
state.time = Mathf.Lerp(0.0f, state.length, Mathf.Abs(this.CurrentVehicle.Steering));
}
protected virtual void UpdateAnimsWhilePassenger()
{
// if (this.CurrentVehicleSeat.IsDriver)
// {
// m_model.PlayAnim(AnimGroup.Car, AnimIndex.Sit, PlayMode.StopAll);
// }
// else
{
// we have to assign offset every frame, because it can be changed when ped model changes
m_model.VehicleParentOffset = m_vehicleParentOffset;
// same goes for root frame position
if (m_model.RootFrame != null)
m_model.RootFrame.transform.localPosition = m_rootFramePos;
m_model.PlayAnim(AnimGroup.Car, AnimIndex.SitPassenger, PlayMode.StopAll);
}
}
public override void UpdateCameraZoom()
{
m_ped.CameraDistanceVehicle = Mathf.Clamp(m_ped.CameraDistanceVehicle - m_ped.MouseScrollInput.y, 2.0f, 32.0f);
}
public override void CheckCameraCollision ()
{
BaseScriptState.CheckCameraCollision(m_ped, this.GetCameraFocusPos(), -m_ped.Camera.transform.forward,
m_ped.CameraDistanceVehicle);
}
public new Vector3 GetCameraFocusPos()
{
if (m_ped.CurrentVehicle != null)
return m_ped.CurrentVehicle.transform.position;
else
return base.GetCameraFocusPos();
}
}
}