Esempio n. 1
0
        public void SetAllCarLights()
        {
            // Implemented: Add lights

            Transform headlights = this.GetComponentWithName <Transform>("headlights"),
                      taillights = this.GetComponentWithName <Transform>("taillights");

            Vehicle vh = gameObject.GetComponent <Vehicle>();

            if (headlights != null)
            {
                m_frontLeftLight  = VehicleAPI.SetCarLight(vh, headlights, VehicleLight.FrontLeft);
                m_frontRightLight = VehicleAPI.SetCarLight(vh, headlights, VehicleLight.FrontRight);
            }

            if (taillights != null)
            {
                m_rearLeftLight  = VehicleAPI.SetCarLight(vh, taillights, VehicleLight.RearLeft);
                m_rearRightLight = VehicleAPI.SetCarLight(vh, taillights, VehicleLight.RearRight);
            }

            m_frontLeftLightOk  = m_frontLeftLight != null;
            m_frontRightLightOk = m_frontRightLight != null;
            m_rearLeftLightOk   = m_rearLeftLight != null;
            m_rearRightLightOk  = m_rearRightLight != null;
        }
Esempio n. 2
0
        public void SetLight(VehicleLight light, float brightness)
        {
            brightness = Mathf.Clamp01(brightness);

            for (var i = 0; i < 4; ++i)
            {
                var bit = 1 << i;
                if (((int)light & bit) == bit)
                {
                    VehicleLight parsedLight = (VehicleLight)bit; //VehicleAPI.ParseFromBit(i);

                    //Debug.LogFormat("ParsedLight: {0}\nReal Light: {1}", parsedLight.ToString(), light.ToString());
                    //Debug.Break();

                    if (IsLightOk(parsedLight))
                    {
                        Light lightObj      = GetLight(parsedLight);
                        bool  mustRearPower = _isNightToggled && !VehicleAPI.IsFrontLight(light);

                        if (brightness > 0 || mustRearPower)
                        {
                            if (lightObj != null && !lightObj.enabled)
                            {
                                lightObj.enabled   = true;
                                lightObj.intensity = mustRearPower ? constRearNightIntensity : brightness;
                            }
                        }
                        else
                        {
                            if (lightObj != null)
                            {
                                lightObj.enabled = false;
                            }
                        }

                        SetLight(i, mustRearPower ? 1 : brightness);
                    }
                }
            }
        }
Esempio n. 3
0
        private void Initialize(VehicleDef def, int[] colors = null)
        {
            Definition = def;

            if (colors != null && colors[0] != -1)
            {
                SetColors(colors);
            }
            else
            {
                var defaultClrs = CarColors.GetCarDefaults(Definition.ModelName);

                if (defaultClrs != null)
                {
                    SetColors(defaultClrs[UnityEngine.Random.Range(0, defaultClrs.Count)]);
                }
                else
                {
                    Debug.LogWarningFormat("No colours defined for {0}!", def.GameName);
                }
            }

            name = Definition.GameName;

            _geometryParts = Geometry.Load(Definition.ModelName,
                                           TextureDictionary.Load(Definition.TextureDictionaryName),
                                           TextureDictionary.Load("vehicle"),
                                           TextureDictionary.Load("misc"));

            _frames = _geometryParts.AttachFrames(transform, MaterialFlags.Vehicle);

            var wheelFrame = _frames.FirstOrDefault(x => x.Name == "wheel");

            if (wheelFrame == null)
            {
                Debug.LogWarningFormat("No wheels defined for {0}!", def.GameName);
                Destroy(gameObject);
                return;
            }

            foreach (var frame in _frames)
            {
                if (!frame.Name.StartsWith("wheel_"))
                {
                    continue;
                }
                if (!frame.Name.EndsWith("_dummy"))
                {
                    continue;
                }

                var childFrames = _frames.Where(x => x.ParentIndex == frame.Index);

                // disable all children of wheel dummies
                foreach (var childFrame in childFrames)
                {
                    childFrame.gameObject.SetActive(false);
                }

                var wheelAlignment = GetWheelAlignment(frame.Name);

                Wheel inst;

                // see if this wheel dummy has a wheel child
                var wheel = childFrames.FirstOrDefault(x => x.Name == "wheel");

                if (wheel == null)
                {
                    var copy = Instantiate(wheelFrame.transform);
                    copy.SetParent(frame.transform, false);

                    _wheels.Add(inst = new Wheel
                    {
                        Alignment = wheelAlignment,
                        Parent    = frame.transform,
                        Child     = copy,
                    });
                }
                else
                {
                    // all children of wheel dummies get set to inactive so activate this one
                    wheel.gameObject.SetActive(true);

                    _wheels.Add(inst = new Wheel
                    {
                        Alignment = wheelAlignment,
                        Parent    = frame.transform,
                        Child     = wheel.transform,
                    });
                }

                if (inst.IsLeftHand)
                {
                    frame.transform.Rotate(Vector3.up, 180.0f);
                }

                inst.Complement = _wheels.FirstOrDefault(x =>
                                                         (x.Alignment & WheelAlignment.LeftRightMask) != (inst.Alignment & WheelAlignment.LeftRightMask) &&
                                                         (x.Alignment & WheelAlignment.FrontMidRearMask) == (inst.Alignment & WheelAlignment.FrontMidRearMask));

                if (inst.Complement != null)
                {
                    inst.Complement.Complement = inst;
                }
            }

            InitializePhysics();

            foreach (var pair in _frames.Where(x => x.Name.StartsWith("door_")))
            {
                var doorAlignment = GetDoorAlignment(pair.Name);

                if (doorAlignment == DoorAlignment.None)
                {
                    continue;
                }

                var hinge = pair.gameObject.AddComponent <HingeJoint>();
                hinge.axis      = Vector3.up;
                hinge.useLimits = true;

                var limit = 90.0f * ((doorAlignment == DoorAlignment.LeftFront || doorAlignment == DoorAlignment.LeftRear) ? 1.0f : -1.0f);
                hinge.limits = new JointLimits {
                    min = Mathf.Min(0, limit), max = Mathf.Max(0, limit),
                };
                hinge.connectedBody = gameObject.GetComponent <Rigidbody>();
            }

            var frontSeat = GetPart("ped_frontseat");
            var backSeat  = GetPart("ped_backseat");

            if (frontSeat != null)
            {
                var frontSeatMirror = new GameObject("ped_frontseat").transform;
                frontSeatMirror.SetParent(frontSeat.parent, false);
                frontSeatMirror.localPosition = Vector3.Scale(frontSeat.localPosition, new Vector3(-1f, 1f, 1f));

                if (frontSeat.localPosition.x > 0f)
                {
                    AttachSeat(frontSeat, SeatAlignment.FrontRight);
                    AttachSeat(frontSeatMirror, SeatAlignment.FrontLeft);
                }
                else
                {
                    AttachSeat(frontSeatMirror, SeatAlignment.FrontRight);
                    AttachSeat(frontSeat, SeatAlignment.FrontLeft);
                }

                DriverTransform = GetSeat(SeatAlignment.FrontLeft).Parent;
            }

            if (backSeat != null)
            {
                var backSeatMirror = new GameObject("ped_backseat").transform;
                backSeatMirror.SetParent(backSeat.parent, false);
                backSeatMirror.localPosition = Vector3.Scale(backSeat.localPosition, new Vector3(-1f, 1f, 1f));

                if (backSeat.localPosition.x > 0f)
                {
                    AttachSeat(backSeat, SeatAlignment.BackRight);
                    AttachSeat(backSeatMirror, SeatAlignment.BackLeft);
                }
                else
                {
                    AttachSeat(backSeatMirror, SeatAlignment.BackRight);
                    AttachSeat(backSeat, SeatAlignment.BackLeft);
                }
            }

            // Add vehicle damage

            //GameObject carObject = GameObject.Find(Definition.GameName.ToLower());

            //Debug.Log(gameObject.name);

            var dam = gameObject.AddComponent <VehicleDamage>();

            dam.damageParts           = new Transform[] { transform.GetChild(0).Find("engine") };
            dam.deformMeshes          = gameObject.GetComponentsInChildren <MeshFilter>();
            dam.displaceParts         = gameObject.GetComponentsInChildren <Transform>().Where(x => x.GetComponent <Frame>() != null || x.GetComponent <FrameContainer>() != null).ToArray();
            dam.damageFactor          = VehicleAPI.constDamageFactor;
            dam.collisionIgnoreHeight = -.4f;
            dam.collisionTimeGap      = .1f;

            //OptimizeVehicle();

            dam.deformColliders = gameObject.GetComponentsInChildren <MeshCollider>();

            // Implemented: Add lights

            Transform headlights = this.GetComponentWithName <Transform>("headlights"),
                      taillights = this.GetComponentWithName <Transform>("taillights");

            Vehicle vh = gameObject.GetComponent <Vehicle>();

            if (headlights != null)
            {
                m_frontLeftLight  = VehicleAPI.SetCarLight(vh, headlights, VehicleLight.FrontLeft);
                m_frontRightLight = VehicleAPI.SetCarLight(vh, headlights, VehicleLight.FrontRight);
            }

            if (taillights != null)
            {
                m_rearLeftLight  = VehicleAPI.SetCarLight(vh, taillights, VehicleLight.RearLeft);
                m_rearRightLight = VehicleAPI.SetCarLight(vh, taillights, VehicleLight.RearRight);
            }

            // Apply Light sources

            directionalLightsMat = Resources.Load <Material>("Materials/directionalLight");
            VehicleAPI.SetLightSources(gameObject, directionalLightsMat);

            m_frontLeftLightOk  = m_frontLeftLight != null;
            m_frontRightLightOk = m_frontRightLight != null;
            m_rearLeftLightOk   = m_rearLeftLight != null;
            m_rearRightLightOk  = m_rearRightLight != null;

            gameObject.SetLayerRecursive(Layer);
        }