mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 04:23:04 +00:00
32c0be1af2
* wip * much faster world creation * add StaticGeometryInspector * disable child/parent logic and fading * rename * (de)activate objects based on parent * set draw distance based on layers * ... * wip * wip * wip * remove unused param * prevent concurrent modification * ... * catch exceptions when notifying * ... * notify about area, not objects * limit public access to Area * ... * ... * allow public access * add public api * adapt code * pass callback to ctor * adapt focus points * fix * fix intersection check * support rectangles * adjust parameters in prefab * this should fix IsInsideOf() * ... * ... * fix getting area by index * create area if not exists * ... * ... * ... * wip for distance levels * remove constraint on generic parameter * add some validation * fix * fix draw distance per level * change time of day in which lights are visible * add todos * don't use id for UnRegisterFocusPoint() * use hash set for storing focus points * add 1 more level * mark area for update only if visibility changes * profile WorldSystem calls * add some profiling sections * limit time per frame for LoadingThread * switch custom concurrent queue * copy jobs to buffer * rename * change max draw distance setting * wait one more frame * try to remove 801 distance level to remove holes * attempt to hide interiors, but failed * delete no longer needed script * optimization * some error checking * add camera as focus point * dont add camera as focus point in headless mode * working on load priority * fix bug - load priority finished * ... * small optimizations * ... * ... * remove unneeded variable * add fading * dont do fading in headless mode * fadeRate available in inspector * change fade rate * take into account if geometry is loaded when checking if object should be visible, and if fading should be done * small optimization * cache IsInHeadlessMode * display Instance info in inspector * move interiors up in the sky * rename * adapt code to different y pos of interiors * refactor * fix finding matched enex for enexes that lead to the same interior level * display new world stats * rename * rename class * ... * ... * extract function * extract parameters into a struct * add focus point to dead body * add focus point to vehicle * add focus point to vehicle detached parts * remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map * dont use focus points on vehicle and vehicle detached parts, when not on server * add focus point for npc peds * add possibility to set timeout during which focus point keeps revealing after it's destroyed * adapt UnRegisterFocusPoint() to timeout * rename * adapt code * cleanup MapObject class * ... * converting to `lock()` * optimize method: use 1 lock instead of 3 * call OnObjectFinishedLoading() instead of AddToLoadedObjects() * ... * make sure it's main thread * AsyncLoader is no longer thread safe * convert static members to non-static in LoadingThread * fix * ... * store indexes for each area * impl GetAreaCenter() * calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ; * add support for changing draw distance at runtime * delay setting the new value by 0.2 s * have a separate default max draw distance for mobile platforms * adjust y axis world params so that number of visible areas is reduced * remove "camera far clip plane" setting * rename * document flags * rename * disable shadow casting and receiving for some objects * allow casting shadows for LODs with large draw distance * remove "WorldSystem" layer * revert layer
622 lines
No EOL
21 KiB
C#
622 lines
No EOL
21 KiB
C#
using SanAndreasUnity.Importing.Conversion;
|
|
using SanAndreasUnity.Importing.Items;
|
|
using SanAndreasUnity.Importing.Items.Definitions;
|
|
using SanAndreasUnity.Importing.Vehicles;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEngine;
|
|
using VehicleDef = SanAndreasUnity.Importing.Items.Definitions.VehicleDef;
|
|
|
|
namespace SanAndreasUnity.Behaviours.Vehicles
|
|
{
|
|
public partial class Vehicle
|
|
{
|
|
[Flags]
|
|
public enum WheelAlignment
|
|
{
|
|
None = 0,
|
|
|
|
Front = 1,
|
|
Mid = 2,
|
|
Rear = 4,
|
|
|
|
Left = 8,
|
|
Right = 16,
|
|
|
|
LeftRightMask = Left | Right,
|
|
FrontMidRearMask = Front | Mid | Rear,
|
|
|
|
RightFront = Right | Front,
|
|
LeftFront = Left | Front,
|
|
RightMid = Right | Mid,
|
|
LeftMid = Left | Mid,
|
|
RightRear = Right | Rear,
|
|
LeftRear = Left | Rear,
|
|
}
|
|
|
|
[Flags]
|
|
public enum SeatAlignment
|
|
{
|
|
None = 0,
|
|
|
|
Front = 1,
|
|
Back = 2,
|
|
|
|
Left = 4,
|
|
Right = 8,
|
|
|
|
FrontBackMask = Front | Back,
|
|
LeftRightMask = Left | Right,
|
|
|
|
FrontRight = Front | Right,
|
|
FrontLeft = Front | Left,
|
|
BackRight = Back | Right,
|
|
BackLeft = Back | Left,
|
|
}
|
|
|
|
public enum DoorAlignment
|
|
{
|
|
None,
|
|
RightFront,
|
|
LeftFront,
|
|
RightRear,
|
|
LeftRear,
|
|
}
|
|
|
|
private static VehicleDef[] _sRandomSpawnable;
|
|
private static int _sMaxSpawnableIndex;
|
|
|
|
private static VehicleDef[] GetRandomSpawnableDefs(out int maxIndex)
|
|
{
|
|
var all = Item.GetDefinitions<VehicleDef>().ToArray();
|
|
|
|
var defs = all
|
|
.Where(x => x.Frequency > 0 && x.VehicleType == VehicleType.Car)
|
|
.ToArray();
|
|
|
|
maxIndex = defs.Sum(x => x.Frequency);
|
|
|
|
return defs;
|
|
}
|
|
|
|
private static VehicleDef GetRandomDef()
|
|
{
|
|
if (_sRandomSpawnable == null)
|
|
{
|
|
_sRandomSpawnable = GetRandomSpawnableDefs(out _sMaxSpawnableIndex);
|
|
}
|
|
|
|
var index = UnityEngine.Random.Range(0, _sMaxSpawnableIndex);
|
|
foreach (var def in _sRandomSpawnable)
|
|
{
|
|
index -= def.Frequency;
|
|
if (index < 0) return def;
|
|
}
|
|
|
|
throw new Exception("Unable to find cars to spawn");
|
|
}
|
|
|
|
|
|
public static void GetPositionForSpawning(Transform inFrontOfTransform, out Vector3 pos, out Quaternion rot) {
|
|
|
|
pos = Vector3.zero;
|
|
rot = Quaternion.identity;
|
|
|
|
Vector3 spawnOffset = new Vector3 (0, 2, 5);
|
|
|
|
pos = inFrontOfTransform.position + inFrontOfTransform.forward * spawnOffset.z + inFrontOfTransform.up * spawnOffset.y
|
|
+ inFrontOfTransform.right * spawnOffset.x;
|
|
rot = Quaternion.LookRotation(-inFrontOfTransform.right, Vector3.up);
|
|
|
|
}
|
|
|
|
public static Vehicle Create(VehicleSpawnMapObject spawner)
|
|
{
|
|
return Create(spawner.Info.CarId, spawner.Info.Colors, spawner.transform.position,
|
|
spawner.transform.rotation);
|
|
}
|
|
|
|
public static Vehicle Create(int carId, Vector3 position, Quaternion rotation)
|
|
{
|
|
return Create (carId, null, position, rotation);
|
|
}
|
|
|
|
public static Vehicle CreateInFrontOf(int carId, Transform inFrontOfTransform) {
|
|
|
|
Vector3 pos;
|
|
Quaternion rot;
|
|
|
|
GetPositionForSpawning (inFrontOfTransform, out pos, out rot);
|
|
|
|
return Create (carId, pos, rot);
|
|
}
|
|
|
|
public static Vehicle CreateRandomInFrontOf(Transform inFrontOfTransform)
|
|
{
|
|
return CreateInFrontOf(-1, inFrontOfTransform);
|
|
}
|
|
|
|
public static Vehicle Create(int carId, int[] colors, Vector3 position, Quaternion rotation)
|
|
{
|
|
GameObject go = Instantiate(VehicleManager.Instance.vehiclePrefab);
|
|
try
|
|
{
|
|
var v = Create(go, carId, colors, position, rotation);
|
|
if (Net.NetStatus.IsServer)
|
|
{
|
|
v.GetComponent<VehicleController>().OnAfterCreateVehicle();
|
|
Net.NetManager.Spawn(go);
|
|
}
|
|
return v;
|
|
}
|
|
catch
|
|
{
|
|
// if something fails, destroy the game object
|
|
Destroy(go);
|
|
throw;
|
|
}
|
|
}
|
|
|
|
public static Vehicle Create(GameObject vehicleGameObject, int carId, int[] colors,
|
|
Vector3 position, Quaternion rotation)
|
|
{
|
|
|
|
var inst = vehicleGameObject.AddComponent<Vehicle>();
|
|
|
|
VehicleDef def;
|
|
if (carId == -1)
|
|
{
|
|
def = GetRandomDef();
|
|
}
|
|
else
|
|
{
|
|
def = Item.GetDefinition<VehicleDef>(carId);
|
|
}
|
|
|
|
inst.Initialize(def, colors);
|
|
|
|
inst.transform.position = position - Vector3.up * inst.AverageWheelHeight;
|
|
inst.transform.localRotation = rotation;
|
|
|
|
return inst;
|
|
}
|
|
|
|
private Geometry.GeometryParts _geometryParts;
|
|
|
|
public class Wheel
|
|
{
|
|
public WheelAlignment Alignment { get; set; }
|
|
|
|
public bool IsLeftHand
|
|
{
|
|
get { return (Alignment & WheelAlignment.Left) == WheelAlignment.Left; }
|
|
}
|
|
|
|
public bool IsRightHand
|
|
{
|
|
get { return (Alignment & WheelAlignment.Right) == WheelAlignment.Right; }
|
|
}
|
|
|
|
public bool IsFront
|
|
{
|
|
get { return (Alignment & WheelAlignment.Front) == WheelAlignment.Front; }
|
|
}
|
|
|
|
public bool IsMid
|
|
{
|
|
get { return (Alignment & WheelAlignment.Mid) == WheelAlignment.Mid; }
|
|
}
|
|
|
|
public bool IsRear
|
|
{
|
|
get { return (Alignment & WheelAlignment.Rear) == WheelAlignment.Rear; }
|
|
}
|
|
|
|
public Transform Parent { get; set; }
|
|
public Transform Child { get; set; }
|
|
public WheelCollider Collider { get; set; }
|
|
public Wheel Complement { get; set; }
|
|
|
|
public float Travel { get; private set; }
|
|
|
|
public void UpdateTravel()
|
|
{
|
|
Travel = 1f;
|
|
|
|
WheelHit hit;
|
|
if (Collider.GetGroundHit(out hit))
|
|
{
|
|
Travel = (-Parent.transform.InverseTransformPoint(hit.point).y - Collider.radius) / Collider.suspensionDistance;
|
|
}
|
|
}
|
|
|
|
public Quaternion Roll { get; set; }
|
|
}
|
|
|
|
public class Seat
|
|
{
|
|
public SeatAlignment Alignment { get; internal set; }
|
|
|
|
public Transform Parent { get; internal set; }
|
|
|
|
/// <summary> Ped that is occupying this seat. </summary>
|
|
public Ped OccupyingPed { get; internal set; }
|
|
|
|
public float TimeWhenPedChanged { get; internal set; } = float.NegativeInfinity;
|
|
public float TimeSincePedChanged => Time.time - this.TimeWhenPedChanged;
|
|
|
|
public bool IsTaken { get { return this.OccupyingPed != null; } }
|
|
|
|
public bool IsLeftHand
|
|
{
|
|
get { return (Alignment & SeatAlignment.Left) == SeatAlignment.Left; }
|
|
}
|
|
|
|
public bool IsRightHand
|
|
{
|
|
get { return (Alignment & SeatAlignment.Right) == SeatAlignment.Right; }
|
|
}
|
|
|
|
public bool IsFront
|
|
{
|
|
get { return (Alignment & SeatAlignment.Front) == SeatAlignment.Front; }
|
|
}
|
|
|
|
public bool IsBack
|
|
{
|
|
get { return (Alignment & SeatAlignment.Back) == SeatAlignment.Back; }
|
|
}
|
|
|
|
public bool IsDriver
|
|
{
|
|
get { return Alignment == SeatAlignment.FrontLeft; }
|
|
}
|
|
}
|
|
|
|
private FrameContainer _frames;
|
|
public FrameContainer Frames => _frames;
|
|
|
|
public Transform EngineTransform { get; private set; }
|
|
public Transform PetrolcapTransform { get; private set; }
|
|
|
|
private static GameObject s_highDetailMeshesContainer;
|
|
|
|
public Transform HighDetailMeshesParent { get; private set; }
|
|
private List<KeyValuePair<Transform, Transform>> m_highDetailMeshObjectsToUpdate = new List<KeyValuePair<Transform, Transform>>();
|
|
|
|
private readonly List<Wheel> _wheels = new List<Wheel>();
|
|
private readonly List<Seat> _seats = new List<Seat>();
|
|
|
|
public List<Wheel> Wheels { get { return _wheels; } }
|
|
public List<Seat> Seats { get { return _seats; } }
|
|
|
|
private WheelAlignment GetWheelAlignment(string frameName)
|
|
{
|
|
switch (frameName)
|
|
{
|
|
case "wheel_rf_dummy":
|
|
return WheelAlignment.RightFront;
|
|
|
|
case "wheel_lf_dummy":
|
|
return WheelAlignment.LeftFront;
|
|
|
|
case "wheel_rm_dummy":
|
|
return WheelAlignment.RightMid;
|
|
|
|
case "wheel_lm_dummy":
|
|
return WheelAlignment.LeftMid;
|
|
|
|
case "wheel_rb_dummy":
|
|
return WheelAlignment.RightRear;
|
|
|
|
case "wheel_lb_dummy":
|
|
return WheelAlignment.LeftRear;
|
|
|
|
default:
|
|
return WheelAlignment.None;
|
|
}
|
|
}
|
|
|
|
private DoorAlignment GetDoorAlignment(string frameName)
|
|
{
|
|
switch (frameName)
|
|
{
|
|
case "door_rf_dummy":
|
|
return DoorAlignment.RightFront;
|
|
|
|
case "door_lf_dummy":
|
|
return DoorAlignment.LeftFront;
|
|
|
|
case "door_rr_dummy":
|
|
return DoorAlignment.RightRear;
|
|
|
|
case "door_lr_dummy":
|
|
return DoorAlignment.LeftRear;
|
|
|
|
default:
|
|
return DoorAlignment.None;
|
|
}
|
|
}
|
|
|
|
public Transform GetPart(string name)
|
|
{
|
|
var frame = _frames.GetByName(name);
|
|
return frame != null ? frame.transform : null;
|
|
}
|
|
|
|
private void AttachSeat(Transform parent, SeatAlignment alignment)
|
|
{
|
|
_seats.Add(new Seat { Parent = parent, Alignment = alignment });
|
|
}
|
|
|
|
public static Geometry.GeometryParts LoadGeometryParts(VehicleDef vehicleDef)
|
|
{
|
|
return Geometry.Load(vehicleDef.ModelName,
|
|
TextureDictionary.Load(vehicleDef.TextureDictionaryName),
|
|
TextureDictionary.Load("vehicle"),
|
|
TextureDictionary.Load("misc"));
|
|
}
|
|
|
|
private void Initialize(VehicleDef def, int[] colors = null)
|
|
{
|
|
Definition = def;
|
|
|
|
if (colors != null && colors[0] != -1)
|
|
{
|
|
SetColors(colors);
|
|
}
|
|
else
|
|
{
|
|
var defaultClrs = CarColors.GetCarDefaults(Definition.ModelName);
|
|
|
|
if (defaultClrs != null)
|
|
{
|
|
SetColors(defaultClrs[UnityEngine.Random.Range(0, defaultClrs.Count)]);
|
|
}
|
|
else
|
|
{
|
|
Debug.LogWarningFormat("No colours defined for {0}!", def.GameName);
|
|
}
|
|
}
|
|
|
|
name = Definition.GameName;
|
|
|
|
_geometryParts = LoadGeometryParts(Definition);
|
|
|
|
_frames = _geometryParts.AttachFrames(transform, MaterialFlags.Vehicle);
|
|
|
|
var wheelFrame = _frames.FirstOrDefault(x => x.Name == "wheel");
|
|
|
|
if (wheelFrame == null)
|
|
{
|
|
Debug.LogWarningFormat("No wheels defined for {0}!", def.GameName);
|
|
Destroy(gameObject);
|
|
return;
|
|
}
|
|
|
|
var engineFrame = _frames.FirstOrDefault(x => x.Name == "engine");
|
|
if (engineFrame != null)
|
|
this.EngineTransform = engineFrame.transform;
|
|
|
|
var petrolcapFrame = _frames.FirstOrDefault(x => x.Name == "petrolcap");
|
|
if (petrolcapFrame != null)
|
|
this.PetrolcapTransform = petrolcapFrame.transform;
|
|
|
|
foreach (var frame in _frames)
|
|
{
|
|
if (!frame.Name.StartsWith("wheel_")) continue;
|
|
if (!frame.Name.EndsWith("_dummy")) continue;
|
|
|
|
var childFrames = _frames.Where(x => x.ParentIndex == frame.Index);
|
|
|
|
// disable all children of wheel dummies
|
|
foreach (var childFrame in childFrames)
|
|
{
|
|
childFrame.gameObject.SetActive(false);
|
|
}
|
|
|
|
var wheelAlignment = GetWheelAlignment(frame.Name);
|
|
|
|
Wheel inst;
|
|
|
|
// see if this wheel dummy has a wheel child
|
|
var wheel = childFrames.FirstOrDefault(x => x.Name == "wheel");
|
|
|
|
if (wheel == null)
|
|
{
|
|
var copy = Instantiate(wheelFrame.transform);
|
|
copy.SetParent(frame.transform, false);
|
|
|
|
_wheels.Add(inst = new Wheel
|
|
{
|
|
Alignment = wheelAlignment,
|
|
Parent = frame.transform,
|
|
Child = copy,
|
|
});
|
|
}
|
|
else
|
|
{
|
|
// all children of wheel dummies get set to inactive so activate this one
|
|
wheel.gameObject.SetActive(true);
|
|
|
|
_wheels.Add(inst = new Wheel
|
|
{
|
|
Alignment = wheelAlignment,
|
|
Parent = frame.transform,
|
|
Child = wheel.transform,
|
|
});
|
|
}
|
|
|
|
if (inst.IsLeftHand)
|
|
{
|
|
frame.transform.Rotate(Vector3.up, 180.0f);
|
|
}
|
|
|
|
inst.Complement = _wheels.FirstOrDefault(x =>
|
|
(x.Alignment & WheelAlignment.LeftRightMask) != (inst.Alignment & WheelAlignment.LeftRightMask) &&
|
|
(x.Alignment & WheelAlignment.FrontMidRearMask) == (inst.Alignment & WheelAlignment.FrontMidRearMask));
|
|
|
|
if (inst.Complement != null)
|
|
{
|
|
inst.Complement.Complement = inst;
|
|
}
|
|
}
|
|
|
|
InitializePhysics();
|
|
|
|
this.Health = this.MaxHealth = Mathf.Pow(this.HandlingData.Mass, VehicleManager.Instance.massToHealthExponent);
|
|
|
|
//this.SetupDoorsHingeJoints();
|
|
|
|
var frontSeat = GetPart("ped_frontseat");
|
|
var backSeat = GetPart("ped_backseat");
|
|
|
|
if (frontSeat != null)
|
|
{
|
|
var frontSeatMirror = new GameObject("ped_frontseat").transform;
|
|
frontSeatMirror.SetParent(frontSeat.parent, false);
|
|
frontSeatMirror.localPosition = Vector3.Scale(frontSeat.localPosition, new Vector3(-1f, 1f, 1f));
|
|
|
|
if (frontSeat.localPosition.x > 0f)
|
|
{
|
|
AttachSeat(frontSeat, SeatAlignment.FrontRight);
|
|
AttachSeat(frontSeatMirror, SeatAlignment.FrontLeft);
|
|
}
|
|
else
|
|
{
|
|
AttachSeat(frontSeatMirror, SeatAlignment.FrontRight);
|
|
AttachSeat(frontSeat, SeatAlignment.FrontLeft);
|
|
}
|
|
|
|
DriverTransform = GetSeat(SeatAlignment.FrontLeft).Parent;
|
|
}
|
|
|
|
if (backSeat != null)
|
|
{
|
|
var backSeatMirror = new GameObject("ped_backseat").transform;
|
|
backSeatMirror.SetParent(backSeat.parent, false);
|
|
backSeatMirror.localPosition = Vector3.Scale(backSeat.localPosition, new Vector3(-1f, 1f, 1f));
|
|
|
|
if (backSeat.localPosition.x > 0f)
|
|
{
|
|
AttachSeat(backSeat, SeatAlignment.BackRight);
|
|
AttachSeat(backSeatMirror, SeatAlignment.BackLeft);
|
|
}
|
|
else
|
|
{
|
|
AttachSeat(backSeatMirror, SeatAlignment.BackRight);
|
|
AttachSeat(backSeat, SeatAlignment.BackLeft);
|
|
}
|
|
}
|
|
|
|
// Add vehicle damage
|
|
|
|
/*
|
|
var dam = gameObject.AddComponent<VehicleDamage>();
|
|
dam.damageParts = new Transform[] { transform.GetChild(0).Find("engine") };
|
|
dam.deformMeshes = gameObject.GetComponentsInChildren<MeshFilter>();
|
|
dam.displaceParts = gameObject.GetComponentsInChildren<Transform>().Where(x => x.GetComponent<Frame>() != null || x.GetComponent<FrameContainer>() != null).ToArray();
|
|
dam.damageFactor = VehicleAPI.constDamageFactor;
|
|
dam.collisionIgnoreHeight = -.4f;
|
|
dam.collisionTimeGap = .1f;
|
|
|
|
//OptimizeVehicle();
|
|
|
|
dam.deformColliders = gameObject.GetComponentsInChildren<MeshCollider>();
|
|
*/
|
|
|
|
|
|
gameObject.SetLayerRecursive(Layer);
|
|
|
|
SetupHighDetailMesh();
|
|
|
|
}
|
|
|
|
void SetupHighDetailMesh()
|
|
{
|
|
// We need to add mesh colliders with high detail vehicle's mesh.
|
|
// These colliders will be used, among other things, when raycasting with weapons.
|
|
// This is a problem because Unity does not support concave (non-convex) mesh colliders attached to rigid body.
|
|
// Tried adding a separate kinematic rigid body (kinematic ones work with concave mesh colliders) to each object with a mesh filter, but without success.
|
|
// So, we are left with the following options:
|
|
// - somehow generate multiple convex meshes from a concave mesh
|
|
// - create a separate game object with mesh colliders, and update his position/rotation every frame to be the same as vehicle's
|
|
// Option with a separate game object is chosen.
|
|
|
|
|
|
if (null == s_highDetailMeshesContainer)
|
|
{
|
|
s_highDetailMeshesContainer = new GameObject("Vehicle high detail meshes container");
|
|
}
|
|
|
|
GameObject parent = new GameObject(this.gameObject.name);
|
|
this.HighDetailMeshesParent = parent.transform;
|
|
parent.transform.parent = s_highDetailMeshesContainer.transform;
|
|
parent.transform.SetPositionAndRotation(this.transform.position, this.transform.rotation);
|
|
|
|
this.SetupDamagable();
|
|
|
|
// for each mesh filter, create child game object with mesh collider
|
|
|
|
foreach (var meshFilter in this.gameObject.GetComponentsInChildren<MeshFilter>())
|
|
{
|
|
GameObject child = new GameObject(meshFilter.gameObject.name, typeof(MeshCollider));
|
|
child.layer = Vehicle.MeshLayer;
|
|
child.transform.parent = parent.transform;
|
|
child.transform.SetPositionAndRotation(meshFilter.transform.position, meshFilter.transform.rotation);
|
|
|
|
var meshCollider = child.GetComponent<MeshCollider>();
|
|
meshCollider.convex = false;
|
|
meshCollider.sharedMesh = meshFilter.sharedMesh;
|
|
|
|
if (null != meshFilter.gameObject.GetComponent<Rigidbody>()
|
|
|| null != meshFilter.transform.parent.GetComponent<Rigidbody>()
|
|
|| null != meshFilter.transform.parent.GetComponent<WheelCollider>())
|
|
{
|
|
// this object has a dedicated rigid body or is a wheel, so it will move
|
|
// make sure that we update transform of this object
|
|
m_highDetailMeshObjectsToUpdate.Add(new KeyValuePair<Transform, Transform>(meshFilter.transform, child.transform));
|
|
}
|
|
|
|
}
|
|
|
|
// add petrolcap
|
|
|
|
/*
|
|
if (this.PetrolcapTransform != null)
|
|
{
|
|
GameObject petrolcapGo = new GameObject(this.PetrolcapTransform.name, typeof(BoxCollider));
|
|
petrolcapGo.layer = Vehicle.MeshLayer;
|
|
petrolcapGo.transform.parent = parent.transform;
|
|
petrolcapGo.transform.SetPositionAndRotation(this.PetrolcapTransform.position, this.PetrolcapTransform.rotation);
|
|
|
|
var boxCollider = petrolcapGo.GetComponent<BoxCollider>();
|
|
boxCollider.center = VehicleManager.Instance.petrolcapBoxColliderCenter;
|
|
boxCollider.size = VehicleManager.Instance.petrolcapBoxColliderSize;
|
|
|
|
this.PetrolcapUnderHighDetailMeshTransform = petrolcapGo.transform;
|
|
}
|
|
*/
|
|
|
|
}
|
|
|
|
void SetupDoorsHingeJoints()
|
|
{
|
|
foreach (var pair in _frames.Where(x => x.Name.StartsWith("door_")))
|
|
{
|
|
var doorAlignment = GetDoorAlignment(pair.Name);
|
|
|
|
if (doorAlignment == DoorAlignment.None) continue;
|
|
|
|
var hinge = pair.gameObject.AddComponent<HingeJoint>();
|
|
hinge.axis = Vector3.up;
|
|
hinge.useLimits = true;
|
|
|
|
var limit = 90.0f * ((doorAlignment == DoorAlignment.LeftFront || doorAlignment == DoorAlignment.LeftRear) ? 1.0f : -1.0f);
|
|
hinge.limits = new JointLimits { min = Mathf.Min(0, limit), max = Mathf.Max(0, limit), };
|
|
hinge.connectedBody = gameObject.GetComponent<Rigidbody>();
|
|
}
|
|
}
|
|
}
|
|
} |