mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-30 15:59:09 +00:00
232 lines
7.8 KiB
C#
232 lines
7.8 KiB
C#
using UnityEngine;
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using SanAndreasUnity.Behaviours.Vehicles;
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using System.Collections.Generic;
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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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// TODO:
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// - add real aim anims ?
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// - drive-by exiting state - activated when going from drive-by to sitting state, or when trying to exit vehicle
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// - weapon's gun flash should depend on last time when fired, not on anim time - maybe don't change it, because we may play real aim anims
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readonly List<GameObject> m_gameObjectToIgnoreWhenRaycasting = new List<GameObject>();
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readonly List<int> m_layersToIgnoreWhenRaycasting = new List<int>();
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public WeaponAttackParams WeaponAttackParams
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{
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get
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{
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m_gameObjectToIgnoreWhenRaycasting.Clear();
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m_layersToIgnoreWhenRaycasting.Clear();
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if (this.CurrentVehicle != null)
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{
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m_gameObjectToIgnoreWhenRaycasting.Add(this.CurrentVehicle.gameObject);
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m_layersToIgnoreWhenRaycasting.Add(LayerMask.NameToLayer(Ped.PedBoneLayerName));
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if (this.CurrentVehicle.HighDetailMeshesParent != null)
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{
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m_gameObjectToIgnoreWhenRaycasting.Add(this.CurrentVehicle.HighDetailMeshesParent.gameObject);
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m_layersToIgnoreWhenRaycasting.Add(Vehicle.MeshLayer);
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}
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return new WeaponAttackParams
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{
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GameObjectsToIgnoreWhenRaycasting = m_gameObjectToIgnoreWhenRaycasting,
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LayersToIgnoreWhenRaycasting = m_layersToIgnoreWhenRaycasting,
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};
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}
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return WeaponAttackParams.Default;
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}
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}
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protected override void EnterVehicleInternal()
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{
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m_vehicleParentOffset = Vector3.zero;
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m_model.VehicleParentOffset = Vector3.zero;
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BaseVehicleState.PreparePedForVehicle(m_ped, this.CurrentVehicle, this.CurrentVehicleSeat);
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// only update firing if ped is not currently firing, because otherwise it can cause stack overflow
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// by switching states indefinitely
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// also, we must update firing here, because otherwise shooting rate will be lower
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this.UpdateAnimsInternal(!m_ped.IsFiring);
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}
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protected override void UpdateAnimsInternal()
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{
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this.UpdateAnimsInternal(true);
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}
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void UpdateAnimsInternal(bool bUpdateFiring)
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{
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if (this.CurrentVehicleSeat != null)
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{
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var animId = new Importing.Animation.AnimId("drivebys", this.GetAnimBasedOnAimDir());
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m_model.PlayAnim(animId);
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m_model.LastAnimState.wrapMode = WrapMode.ClampForever;
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if (bUpdateFiring)
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{
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if (m_ped.CurrentWeapon != null)
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{
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m_ped.CurrentWeapon.AimAnimState = m_model.LastAnimState;
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this.UpdateAimAnim(() => BaseAimMovementState.TryFire(m_ped, this.WeaponAttackParams));
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}
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}
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m_model.VehicleParentOffset = m_model.GetAnim(animId.AnimName).RootEnd;
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m_model.RootFrame.transform.localPosition = Vector3.zero;
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}
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}
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string GetAnimBasedOnAimDir()
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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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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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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 UpdateAimAnim(System.Func<bool> tryFireFunc)
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{
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var ped = m_ped;
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var weapon = ped.CurrentWeapon;
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var state = m_model.LastAnimState;
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float aimAnimMaxTime = state.length * 0.5f;
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if (state.time >= aimAnimMaxTime)
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{
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// keep the anim at max time
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state.time = aimAnimMaxTime;
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ped.AnimComponent.Sample();
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state.enabled = false;
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if (ped.IsFiring)
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{
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// check if weapon finished firing
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if (weapon != null && weapon.TimeSinceFired >= (weapon.AimAnimFireMaxTime - weapon.AimAnimMaxTime))
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{
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if (Net.NetStatus.IsServer)
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{
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ped.StopFiring();
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}
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}
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}
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else
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{
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// check if we should start firing
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if (ped.IsFireOn && tryFireFunc())
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{
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// we started firing
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}
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else
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{
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// we should remain in aim state
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}
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}
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}
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}
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public virtual void StartFiring()
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{
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// switch to firing state
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m_ped.GetStateOrLogError<DriveByFireState>().EnterVehicle(this.CurrentVehicle, this.CurrentVehicleSeatAlignment);
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}
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public override void UpdateCameraZoom()
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{
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// ignore
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}
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public override void CheckCameraCollision()
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{
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BaseScriptState.CheckCameraCollision(m_ped, this.GetCameraFocusPos(), - m_ped.Camera.transform.forward, this.GetCameraDistance());
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}
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public override Vector3 GetCameraFocusPos()
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{
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var seat = m_ped.CurrentVehicleSeat;
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if (seat != null && seat.Parent != null)
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return seat.Parent.transform.position + Vector3.up * DriveByManager.Instance.cameraHeightOffset;
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else
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return base.GetCameraFocusPos();
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//return m_ped.PlayerModel.Head.transform.position;
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}
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public override float GetCameraDistance()
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{
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return DriveByManager.Instance.cameraBackwardOffset;
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}
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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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public virtual Vector3 GetFirePosition()
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{
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return BaseAimMovementState.GetFirePosition(m_ped);
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}
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public virtual Vector3 GetFireDirection()
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{
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return BaseAimMovementState.GetFireDirection(m_ped, () => false, this.WeaponAttackParams);
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}
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}
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}
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