120 lines
3.4 KiB
C#
120 lines
3.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using GTANetworkAPI;
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using Newtonsoft.Json;
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namespace ReallifeGamemode.Server.Util
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{
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public static class AnimationSync
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{
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public static Dictionary<Player, List<string>> animationPair = new Dictionary<Player, List<string>>();
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public static void SyncAnimation(this Player player, dynamic animationName)
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{
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if (!player.HasData("Animation"))
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player.SetData("Animation", String.Empty);
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string currentAnimation = player.GetData<string>("Animation");
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string newAnimation = animationName;
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if (currentAnimation.Equals(newAnimation))
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return;
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player.SetSharedData("AnimationData", newAnimation);
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player.SetData<string>("Animation", newAnimation);
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}
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public static void SyncAnimation(this Player player, List<string> animations)
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{
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if (animations.Count is 0)
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return;
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string animationName = animations.ElementAt(0);
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List<string> nextAnimations = animations.Skip(1).ToList();
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player.SyncAnimation(animationName);
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if (nextAnimations.Count is 0)
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{
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animationPair.Remove(player);
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return;
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}
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player.TriggerEvent("SERVER:QueueAnimation", animationName);
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if (animationPair.ContainsKey(player))
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animationPair[player] = nextAnimations;
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else
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animationPair.Add(player, nextAnimations);
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}
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/// <summary>Check if Player has any Animation playing.
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/// </summary>
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/// <param name="player"></param>
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public static bool HasAnimation(this Player player)
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{
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return player.HasData("Animation");
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}
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/// <summary>Check if Player has a specific Animation playing.
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/// </summary>
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/// <param name="animationName">Name of requested animation</param>
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public static bool HasAnimation(this Player player, dynamic animationName)
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{
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string data = player.GetData<string>("Animation");
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bool x = player.GetData<string>("Animation") == animationName;
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return player.HasData("Animation") && (player.GetData<string>("Animation") == animationName);
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}
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public static void ClearAnimation(this Player player)
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{
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if (!player.HasData("Animation"))
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return;
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player.ResetData("Animation");
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player.ResetSharedData("AnimationData");
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}
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}
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public class AnimationSyncEvents : Script
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{
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[RemoteEvent("CLIENT:AnimPairTransition")]
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public void AnimPairTransition(Player player)
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{
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if (!AnimationSync.animationPair.ContainsKey(player))
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return;
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List<string> animationPairs = AnimationSync.animationPair[player];
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player.SyncAnimation(animationPairs);
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}
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[RemoteEvent("CLIENT:ClearAnimationData")]
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public void ClearAnimationData(Player player, bool checkTransition)
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{
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player.ClearAnimation();
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if (checkTransition)
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AnimPairTransition(player);
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}
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[ServerEvent(Event.PlayerWeaponSwitch)]
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public void OnPlayerWeaponSwitch(Player player, WeaponHash oldWeapon, WeaponHash newWeapon)
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{
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if (!player.HasAnimation()) return;
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NAPI.Player.SetPlayerCurrentWeapon(player, WeaponHash.Unarmed);
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}
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[ServerEvent(Event.PlayerConnected)]
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public void OnPlayerConnected(Player player)
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{
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player.TriggerEvent("SERVER:LoadAnimations");
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}
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[ServerEvent(Event.PlayerDeath)]
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public void OnPlayerDeath(Player player, Player killer, uint reason)
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{
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player.ClearAnimation();
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}
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}
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}
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