mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-27 14:30:17 +00:00
98 lines
3.1 KiB
C#
98 lines
3.1 KiB
C#
using UnityEngine;
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using SanAndreasUnity.Behaviours.Vehicles;
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namespace SanAndreasUnity.Behaviours.Peds.States
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{
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public class DriveByState : VehicleSittingState, IAimState
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{
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protected override void EnterVehicleInternal()
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{
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if (m_isServer)
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m_vehicleParentOffset = m_model.VehicleParentOffset;
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else if (m_isClientOnly)
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m_model.VehicleParentOffset = m_vehicleParentOffset;
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BaseVehicleState.PreparePedForVehicle(m_ped, this.CurrentVehicle, this.CurrentVehicleSeat);
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UpdateAnimsInternal();
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}
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protected override void UpdateAnimsInternal()
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{
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if (this.CurrentVehicleSeat != null)
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{
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bool adjustBonePositions;
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m_model.PlayAnim(new Importing.Animation.AnimId("drivebys", this.GetAnimBasedOnAimDir(out adjustBonePositions)));
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m_model.LastAnimState.wrapMode = WrapMode.ClampForever;
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if (adjustBonePositions)
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{
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m_model.RootFrame.transform.localPosition = Vector3.zero;
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m_model.UnnamedFrame.transform.localPosition = Vector3.zero;
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}
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}
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}
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string GetAnimBasedOnAimDir(out bool adjustBonePositions)
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{
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// 4 types: forward, backward, same side, opposite side
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Vector3 aimDir = m_ped.AimDirection;
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Vector3 vehicleDir = this.CurrentVehicle.transform.forward;
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bool isLeftSeat = this.CurrentVehicleSeat.IsLeftHand;
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string leftOrRightLetter = isLeftSeat ? "L" : "R";
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float angle = Vector3.Angle(aimDir, vehicleDir);
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float rightAngle = Vector3.Angle(aimDir, this.CurrentVehicle.transform.right);
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adjustBonePositions = true;
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if (angle < 45)
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{
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// aiming forward
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return "Gang_Driveby" + leftOrRightLetter + "HS_Fwd";
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}
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else if (angle < 135)
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{
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// aiming to left or right side
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bool isAimingToLeftSide = rightAngle > 90;
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if (isLeftSeat != isAimingToLeftSide) // aiming to opposite side
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{
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adjustBonePositions = false;
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return "Gang_DrivebyTop_" + leftOrRightLetter + "HS";
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}
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else // aiming to same side
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{
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return "Gang_Driveby" + leftOrRightLetter + "HS";
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}
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}
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else
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{
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// aiming backward
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return "Gang_Driveby" + leftOrRightLetter + "HS_Bwd";
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}
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}
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void IAimState.StartFiring()
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{
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// switch to firing state
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}
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// camera
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public override void OnAimButtonPressed()
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{
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// switch to sitting state
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if (m_isServer)
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m_ped.GetStateOrLogError<VehicleSittingState>().EnterVehicle(this.CurrentVehicle, this.CurrentVehicleSeatAlignment);
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else
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base.OnAimButtonPressed();
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}
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}
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}
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