Esempio n. 1
0
        /// <summary>
        /// Hook player trigger events.
        /// </summary>
        /// <param name="fsm">Player trigger FSM on vehicle drivers seat.</param>
        void PlayerEventHooks(PlayMakerFSM fsm)
        {
            // Temp - use player trigger. (No idea what this comment meant, it's now many months later. :P)
            // It's now 6+ months later, no idea what this means at all now. :p -Curtis
            EventHook.Add(fsm, "Player in car", new Func <bool>(() => {
                if (CurrentDrivingState == DrivingStates.Driver && !DriverIsLocal)
                {
                    return(true);
                }
                else
                {
                    CurrentDrivingState = DrivingStates.Driver;
                    DriverIsLocal       = true;
                    SetRemoteSteering(false);
                    Network.NetLocalPlayer.Instance.EnterVehicle(syncComponent, false);
                    return(false);
                }
            }));
            EventHook.Add(fsm, "Wait for player", new Func <bool>(() => {
                if (CurrentDrivingState == DrivingStates.Driver && DriverIsLocal)
                {
                    CurrentDrivingState = DrivingStates.None;
                    DriverIsLocal       = false;
                    Network.NetLocalPlayer.Instance.LeaveVehicle();
                }
                return(false);
            }));
            SeatTransform = fsm.gameObject.transform;

            if (SeatTransform.gameObject.name == "DriveTrigger" && !ParentGameObject.name.StartsWith("JONNEZ") && !ParentGameObject.name.StartsWith("KEKMET"))
            {
                AddPassengerSeat(fsm);
            }
        }
Esempio n. 2
0
 /// <summary>
 /// function that handles our Accelerate state
 /// </summary>
 public void HandleAccelrateState()
 {
     if (currentDrivingState == DrivingStates.Accelerate)
     {
         return;
     }
     if (currentDrivingState != DrivingStates.Accelerate)
     {
         currentDrivingState = DrivingStates.Accelerate; // set the current driving state to equal the Driving State Accelerate
         m_Accelleration     = 5f;                       // set the acceleration value to 5f
         wheelDampening      = 250f;
     }
 }
Esempio n. 3
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 /// <summary>
 /// function that handles our Brake state
 /// </summary>
 public void HandleBrakeState()
 {
     if (currentDrivingState == DrivingStates.Brake)
     {
         return;
     }
     if (currentDrivingState != DrivingStates.Brake)
     {
         currentDrivingState = DrivingStates.Brake; // set the current driving state to equal the Driving State Brake
         m_Accelleration     = -5f;                 // set the acceleration value to -5f
         wheelDampening      = 10000f;
     }
 }
Esempio n. 4
0
    /// <summary>
    /// function that handles our Idle state
    /// </summary>
    public void HandleIdleState()
    {
        if (gameManager.usingCarBlue == false)
        {
            return;
        }

        if (currentDrivingState == DrivingStates.Idle) // if the current driving state is equal to the Driving State Idle
        {
            return;
        }
        if (currentDrivingState != DrivingStates.Idle)
        {
            currentDrivingState = DrivingStates.Idle;
            m_Accelleration     = 0f; // set the acceleration value to 0f
            m_Steering          = 0f; // set the steering value to 0f
            wheelDampening      = 500f;
        }
    }