SanAndreasUnity/Assets/Scripts/Behaviours/Ped/States/VehicleEnteringState.cs
2020-05-31 19:09:38 +02:00

112 lines
2.9 KiB
C#

using UnityEngine;
using SanAndreasUnity.Utilities;
using SanAndreasUnity.Behaviours.Vehicles;
using SanAndreasUnity.Behaviours.World;
using SanAndreasUnity.Importing.Animation;
namespace SanAndreasUnity.Behaviours.Peds.States
{
public class VehicleEnteringState : BaseVehicleState
{
PedModel PlayerModel { get { return m_ped.PlayerModel; } }
public override void OnBecameActive() {
}
public bool TryEnterVehicle(Vehicle vehicle, Vehicle.SeatAlignment seatAlignment, bool immediate = false)
{
if (!this.CanEnterVehicle (vehicle, seatAlignment))
return false;
Vehicle.Seat seat = vehicle.GetSeat (seatAlignment);
// switch state here
m_ped.SwitchState<VehicleEnteringState>();
this.CurrentVehicle = vehicle;
this.CurrentVehicleSeat = seat;
seat.OccupyingPed = m_ped;
m_ped.characterController.enabled = false;
if (m_ped.IsControlledByLocalPlayer)
{
if (m_ped.Camera != null) {
// m_ped.Camera.transform.SetParent (seat.Parent, true);
}
/*
SendToServer(_lastPassengerState = new PlayerPassengerState {
Vechicle = vehicle,
SeatAlignment = (int) seatAlignment
}, DeliveryMethod.ReliableOrdered, 1);
*/
}
m_ped.transform.SetParent(seat.Parent);
m_ped.transform.localPosition = Vector3.zero;
m_ped.transform.localRotation = Quaternion.identity;
if (m_ped.IsControlledByLocalPlayer && seat.IsDriver)
{
vehicle.StartControlling();
}
m_ped.PlayerModel.IsInVehicle = true;
if (!vehicle.IsNightToggled && WorldController.IsNight)
vehicle.IsNightToggled = true;
else if (vehicle.IsNightToggled && !WorldController.IsNight)
vehicle.IsNightToggled = false;
Debug.Log ("IsNightToggled? " + vehicle.IsNightToggled);
StartCoroutine (EnterVehicleAnimation (seat, immediate));
return true;
}
private System.Collections.IEnumerator EnterVehicleAnimation(Vehicle.Seat seat, bool immediate)
{
var animIndex = seat.IsLeftHand ? AnimIndex.GetInLeft : AnimIndex.GetInRight;
PlayerModel.VehicleParentOffset = Vector3.Scale(PlayerModel.GetAnim(AnimGroup.Car, animIndex).RootEnd, new Vector3(-1, -1, -1));
if (!immediate)
{
var animState = PlayerModel.PlayAnim(AnimGroup.Car, animIndex, PlayMode.StopAll);
animState.wrapMode = WrapMode.Once;
// TODO: also check if this state is still active state
while (animState.enabled)
{
yield return new WaitForEndOfFrame();
}
}
// TODO: check if this state is still active, and if vehicle is alive
// player now completely entered the vehicle
// call method from CarSittingState - he will switch state
m_ped.GetStateOrLogError<VehicleSittingState> ().EnterVehicle(this.CurrentVehicle, seat);
// this variable is not needed - it can be obtained based on current state
// IsInVehicleSeat = true;
}
}
}