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

228 lines
5.8 KiB
C#

using UnityEngine;
using SanAndreasUnity.Utilities;
using SanAndreasUnity.Behaviours.Vehicles;
namespace SanAndreasUnity.Behaviours.Peds.States
{
public class BaseVehicleState : BaseScriptState, IVehicleState
{
private Vehicle m_currentVehicle;
public Vehicle CurrentVehicle { get { return m_currentVehicle; } protected set { m_currentVehicle = value; } }
public Vehicle.Seat CurrentVehicleSeat { get => this.CurrentVehicle != null ? this.CurrentVehicle.GetSeat(this.CurrentVehicleSeatAlignment) : null; }
public Vehicle.SeatAlignment CurrentVehicleSeatAlignment { get; protected set; }
protected uint m_currentVehicleNetId = 0;
public override void OnSwitchedStateByServer(byte[] data)
{
// we need to wait for end of frame, because vehicle may not be spawned yet
//this.StartCoroutine(this.SwitchStateAtEndOfFrame(data));
// check if this state was already activated
// it can happen when, among other things, syncvar hooks get invoked twice when creating the ped
if (this.IsActiveState)
return;
this.ReadNetworkData(data);
m_ped.SwitchState(this.GetType());
if (this.CurrentVehicle != null)
this.OnVehicleAssigned();
}
protected void ReadNetworkData(byte[] data)
{
var reader = new Mirror.NetworkReader(data);
this.ReadNetworkData(reader);
}
protected virtual void ReadNetworkData(Mirror.NetworkReader reader)
{
// first reset params
this.CurrentVehicle = null;
this.CurrentVehicleSeatAlignment = Vehicle.SeatAlignment.None;
m_currentVehicleNetId = 0;
// extract vehicle and seat from data
int magicNumber = reader.ReadInt32();
m_currentVehicleNetId = reader.ReadUInt32();
this.CurrentVehicleSeatAlignment = (Vehicle.SeatAlignment) reader.ReadSByte();
// assign current vehicle
GameObject vehicleGo = Net.NetManager.GetNetworkObjectById(m_currentVehicleNetId);
this.CurrentVehicle = vehicleGo != null ? vehicleGo.GetComponent<Vehicle>() : null;
if (magicNumber != 123456789)
Debug.LogErrorFormat("magicNumber {0}, m_currentVehicleNetId {1}, data size {2} - this should not happen", magicNumber, m_currentVehicleNetId, reader.Length);
}
public override byte[] GetAdditionalNetworkData()
{
var writer = new Mirror.NetworkWriter();
this.GetAdditionalNetworkData(writer);
return writer.ToArray();
}
protected virtual void GetAdditionalNetworkData(Mirror.NetworkWriter writer)
{
writer.Write((int)123456789);
if (this.CurrentVehicle != null) {
writer.Write((uint)this.CurrentVehicle.NetTransform.netId);
writer.Write((sbyte)this.CurrentVehicleSeatAlignment);
} else {
writer.Write((uint)0);
writer.Write((sbyte)Vehicle.SeatAlignment.None);
}
}
System.Collections.IEnumerator SwitchStateAtEndOfFrame(byte[] data)
{
var oldState = m_ped.CurrentState;
yield return new WaitForEndOfFrame();
if (oldState != m_ped.CurrentState)
{
// state changed in the meantime
// did server change it ? or syncvar hooks invoked twice ? either way, we should stop here
// Debug.LogFormat("state changed in the meantime, old: {0}, new: {1}", oldState != null ? oldState.GetType().Name : "",
// m_ped.CurrentState != null ? m_ped.CurrentState.GetType().Name : "");
yield break;
}
// read current vehicle here - it should've been spawned by now
this.ReadNetworkData(data);
// Debug.LogFormat("Switching to state {0}, vehicle: {1}, seat: {2}", this.GetType().Name, this.CurrentVehicle, this.CurrentVehicleSeat);
// now we can enter this state
m_ped.SwitchState(this.GetType());
}
protected virtual void OnVehicleAssigned()
{
}
public static void PreparePedForVehicle(Ped ped, Vehicle vehicle, Vehicle.Seat seat)
{
seat.OccupyingPed = ped;
ped.characterController.enabled = false;
ped.transform.SetParent(seat.Parent);
ped.transform.localPosition = Vector3.zero;
ped.transform.localRotation = Quaternion.identity;
ped.PlayerModel.IsInVehicle = true;
if (!VehicleManager.Instance.syncPedTransformWhileInVehicle) {
if (ped.NetTransform != null)
ped.NetTransform.enabled = false;
}
}
protected void Cleanup()
{
if (!m_ped.IsInVehicle)
{
m_ped.characterController.enabled = true;
m_ped.transform.SetParent(null, true);
m_model.IsInVehicle = false;
// enable network transform
if (m_ped.NetTransform != null)
m_ped.NetTransform.enabled = true;
}
if (this.CurrentVehicleSeat != null && this.CurrentVehicleSeat.OccupyingPed == m_ped)
this.CurrentVehicleSeat.OccupyingPed = null;
this.CurrentVehicle = null;
this.CurrentVehicleSeatAlignment = Vehicle.SeatAlignment.None;
m_currentVehicleNetId = 0;
}
public override void UpdateState()
{
base.UpdateState();
if (!this.IsActiveState)
return;
if (Net.NetStatus.IsClientOnly)
{
if (null == this.CurrentVehicle)
{
// check if vehicle was spawned in the meantime
GameObject vehicleGo = Net.NetManager.GetNetworkObjectById(m_currentVehicleNetId);
if (vehicleGo != null)
{
// vehicle is spawned
this.CurrentVehicle = vehicleGo.GetComponent<Vehicle>();
this.OnVehicleAssigned();
}
}
}
}
protected override void UpdateHeading()
{
}
protected override void UpdateRotation()
{
}
protected override void UpdateMovement()
{
}
protected override void ConstrainRotation ()
{
}
public bool CanEnterVehicle (Vehicle vehicle, Vehicle.SeatAlignment seatAlignment)
{
if (m_ped.IsInVehicle)
return false;
// this should be removed
if (m_ped.IsAiming || m_ped.WeaponHolder.IsFiring)
return false;
var seat = vehicle.GetSeat (seatAlignment);
if (null == seat)
return false;
// check if specified seat is taken
if (seat.IsTaken)
return false;
// everything is ok, we can enter vehicle
return true;
}
}
}