mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-18 08:23:08 +00:00
140 lines
3.5 KiB
C#
140 lines
3.5 KiB
C#
using UnityEngine;
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using SanAndreasUnity.Utilities;
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using SanAndreasUnity.Behaviours.Vehicles;
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using SanAndreasUnity.Behaviours.World;
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using SanAndreasUnity.Importing.Animation;
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using System.Linq;
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namespace SanAndreasUnity.Behaviours.Peds.States
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{
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public class VehicleEnteringState : BaseVehicleState
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{
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Coroutine m_coroutine;
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bool m_immediate = false;
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public override void OnBecameActive()
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{
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base.OnBecameActive();
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if (m_isServer) // clients will do this when vehicle gets assigned
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this.EnterVehicleInternal();
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}
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public override void OnBecameInactive()
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{
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// restore everything
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m_immediate = false;
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this.Cleanup();
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if (m_coroutine != null)
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StopCoroutine(m_coroutine);
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m_coroutine = null;
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base.OnBecameInactive();
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}
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protected override void OnVehicleAssigned()
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{
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this.EnterVehicleInternal();
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}
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public bool TryEnterVehicle(Vehicle vehicle, Vehicle.SeatAlignment seatAlignment, bool immediate = false)
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{
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Net.NetStatus.ThrowIfNotOnServer();
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if (!this.CanEnterVehicle (vehicle, seatAlignment))
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return false;
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this.EnterVehicle(vehicle, seatAlignment, immediate);
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return true;
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}
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internal void EnterVehicle(Vehicle vehicle, Vehicle.SeatAlignment seatAlignment, bool immediate)
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{
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// first assign params
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this.CurrentVehicle = vehicle;
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this.CurrentVehicleSeatAlignment = seatAlignment;
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m_immediate = immediate;
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// switch state
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m_ped.SwitchState<VehicleEnteringState>();
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}
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void EnterVehicleInternal()
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{
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Vehicle vehicle = this.CurrentVehicle;
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Vehicle.Seat seat = this.CurrentVehicleSeat;
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bool immediate = m_immediate;
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BaseVehicleState.PreparePedForVehicle(m_ped, vehicle, seat);
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if (seat.IsDriver)
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{
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// TODO: this should be done when ped enters the car - or, it should be removed, because
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// vehicle should know if it has a driver
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vehicle.StartControlling();
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// if (m_isServer) {
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// var p = Net.Player.GetOwningPlayer(m_ped);
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// if (p != null)
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// Net.NetManager.AssignAuthority(vehicle.gameObject, p);
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// }
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}
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if (!vehicle.IsNightToggled && WorldController.IsNight)
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vehicle.IsNightToggled = true;
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else if (vehicle.IsNightToggled && !WorldController.IsNight)
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vehicle.IsNightToggled = false;
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m_coroutine = StartCoroutine (EnterVehicleAnimation (seat, immediate));
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}
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private System.Collections.IEnumerator EnterVehicleAnimation(Vehicle.Seat seat, bool immediate)
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{
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var animIndex = seat.IsLeftHand ? AnimIndex.GetInLeft : AnimIndex.GetInRight;
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m_model.VehicleParentOffset = Vector3.Scale(m_model.GetAnim(AnimGroup.Car, animIndex).RootEnd, new Vector3(-1, -1, -1));
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if (!immediate)
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{
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var animState = m_model.PlayAnim(AnimGroup.Car, animIndex, PlayMode.StopAll);
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animState.wrapMode = WrapMode.Once;
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// wait until anim is finished or vehicle is destroyed
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while (animState != null && animState.enabled && this.CurrentVehicle != null)
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{
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yield return new WaitForEndOfFrame();
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}
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}
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// check if vehicle is alive
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if (null == this.CurrentVehicle)
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{
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// vehicle destroyed in the meantime ? hmm... ped is a child of vehicle, so it should be
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// destroyed as well ?
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// anyway, switch to stand state
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if (m_isServer)
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m_ped.SwitchState<StandState>();
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yield break;
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}
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// ped now completely entered the vehicle
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// call method from VehicleSittingState - he will switch state
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if (m_isServer)
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m_ped.GetStateOrLogError<VehicleSittingState> ().EnterVehicle(this.CurrentVehicle, seat);
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}
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}
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}
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