Satsuma no longer falls apart when driving together; automatic passenger seat
- A driven vehicle is no longer released after 3 s without data (a short hitch of the driver, e.g. saving, stopped the car instantly on the passenger's side and ripped the parts off, which then synced to everyone): 30 s timeout, on release it keeps the driver's velocity and part joints stay unbreakable for 3 more seconds - Cargo in a moving vehicle belongs to its driver (passengers no longer claim items in the car, which then followed late and kinematic at the driver's end and knocked seats and parts off) - Passenger: sit down automatically by stepping into the open passenger door, also without a driver (seat from the game's DriverHeadPivot); Space or P to get out Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
+121
-26
@@ -4,14 +4,21 @@ using UnityEngine;
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namespace MSCO
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{
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/// <summary>
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/// Beifahrer: Neben einem Fahrzeug, das ein anderer Spieler fährt, per Taste einsteigen.
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/// Der Sitz ist die Fahrerposition, auf die andere Seite gespiegelt (bei Fahrzeugen mit
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/// Sitz in der Mitte, z.B. Traktor oder Moped: dahinter). Während der Fahrt wird der
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/// Spieler jedes Frame auf den Sitz gesetzt und dreht mit dem Fahrzeug mit; umschauen geht weiter.
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/// Beifahrer: Wer in die offene Beifahrertür an den Sitz tritt, setzt sich automatisch hin - egal ob schon jemand
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/// fährt oder das Auto noch steht (die Taste geht weiterhin, auch zum Aussteigen; Leertaste steigt ebenfalls aus).
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/// Der Sitz ist die Fahrerposition des Spiels (DriverHeadPivot), auf die andere Seite gespiegelt (bei Fahrzeugen mit
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/// Sitz in der Mitte, z.B. Traktor oder Moped: dahinter). Während der Fahrt wird der Spieler jedes Frame auf den Sitz
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/// gesetzt und dreht mit dem Fahrzeug mit; umschauen geht weiter.
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/// </summary>
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public class Passenger
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{
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const float EnterRange = 3f; // so nah muss man an der Karosserie stehen
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const float EnterRange = 3f; // per Taste: so nah muss man an der Karosserie stehen
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const float AutoEnterRange = 1.0f; // automatisch: Kopf so nah am Beifahrersitz ...
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const float AutoEnterSide = 0.6f; // ... und seitlich höchstens so weit außerhalb des Sitzes - an der
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// geschlossenen Tür steht man weiter draußen, nur in der offenen Tür so nah
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const float AutoEnterDwell = 0.35f; // ... so lange (nicht beim bloßen Vorbeilaufen)
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const float AutoRearmRange = 2f; // nach dem Aussteigen erst wieder, wenn man so weit weg war
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const float AutoCheckInterval = 0.15f;
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const float CenterSeatThreshold = 0.2f;
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const float BehindCenterSeat = 0.7f;
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const float ExitSideOffset = 1.4f; // beim Aussteigen so weit neben den Sitz
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@@ -27,6 +34,13 @@ namespace MSCO
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// Feste Collider des Spielers, die während der Fahrt aus sind (sonst stecken sie in Sitzen und Teilen des Autos)
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readonly List<Collider> disabledColliders = new List<Collider>();
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readonly List<Rigidbody> frozenBodies = new List<Rigidbody>();
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// Fahrerkopf je Fahrzeug (lokal), aus DriverHeadPivot - null = nicht gefunden
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readonly Dictionary<Rigidbody, Vector3?> driverHeads = new Dictionary<Rigidbody, Vector3?>();
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float nextAutoCheck, dwellStart = -1f;
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SyncedBody dwellVehicle;
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bool autoArmed = true;
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Vector3 lastExitSeat;
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public bool IsRiding { get { return vehicle != null; } }
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/// <summary>Fahrzeug, in dem wir mitfahren (sonst null).</summary>
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@@ -42,38 +56,109 @@ namespace MSCO
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Exit(player, cam);
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return "Got out";
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}
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if (cam == null) return null;
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if (cam == null || objects.IsDriving) return null;
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SyncedBody best = null;
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RemotePlayer driver = null;
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float bestDist = EnterRange * EnterRange;
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List<SyncedBody> driven = objects.RemoteDrivenVehicles();
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float nearest = float.MaxValue;
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foreach (SyncedBody b in driven)
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Vector3 bestSeat = Vector3.zero;
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float bestDist = EnterRange * EnterRange, nearest = float.MaxValue;
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foreach (SyncedBody b in objects.AllVehicles())
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{
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if (b.Rb == null || (b.Rb.position - player.position).sqrMagnitude > 30f * 30f) continue;
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float d = DistanceToVehicleSq(b, player.position);
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Vector3? seat = SeatFor(b, objects, players);
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if (seat == null) continue;
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nearest = Mathf.Min(nearest, d);
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PlayerInfo owner;
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if (!players.TryGetValue(b.OwnerId, out owner) || owner.Avatar == null) continue;
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if (d < bestDist) { bestDist = d; best = b; driver = owner.Avatar; }
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if (d < bestDist) { bestDist = d; best = b; bestSeat = seat.Value; }
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}
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if (best == null)
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{
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// Genau sagen, woran es liegt
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if (driven.Count == 0) return "Passenger: nobody is driving a vehicle right now (the driver must sit in the driver's seat)";
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if (nearest == float.MaxValue) return "Passenger: no vehicle nearby";
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return "Passenger: get closer to the car (" + Mathf.Sqrt(nearest).ToString("0") + " m away, max " + EnterRange.ToString("0") + " m)";
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}
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Enter(best, bestSeat, player);
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return "Riding as passenger (press again or Space to get out)";
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}
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Transform vt = best.Rb.transform;
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Vector3 driverHead = vt.InverseTransformPoint(driver.HeadPosition);
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seatHeadLocal = Mathf.Abs(driverHead.x) < CenterSeatThreshold
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? driverHead - new Vector3(0f, 0f, BehindCenterSeat) // Sitz in der Mitte: dahinter
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: new Vector3(-driverHead.x, driverHead.y, driverHead.z); // gegenüber vom Fahrer
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/// <summary>
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/// Jedes Frame (zu Fuß): steht man mit dem Kopf am Beifahrersitz (in der offenen Tür), automatisch hinsetzen.
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/// Gibt einen Statustext zurück, wenn man eingestiegen ist.
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/// </summary>
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public string AutoUpdate(Transform player, Camera cam, ObjectSync objects, IDictionary<int, PlayerInfo> players)
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{
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if (IsRiding || cam == null || player == null || objects.IsDriving) { dwellStart = -1f; return null; }
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if (Time.time < nextAutoCheck) return null;
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nextAutoCheck = Time.time + AutoCheckInterval;
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Vector3 head = cam.transform.position;
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vehicle = best;
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lastYaw = vt.eulerAngles.y;
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// Nach dem Aussteigen erst einmal weggehen, sonst säße man sofort wieder drin
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if (!autoArmed)
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{
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if ((head - lastExitSeat).sqrMagnitude > AutoRearmRange * AutoRearmRange) autoArmed = true;
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else return null;
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}
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SyncedBody found = null;
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Vector3 foundSeat = Vector3.zero;
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foreach (SyncedBody b in objects.AllVehicles())
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{
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if (b.Rb == null || (b.Rb.position - head).sqrMagnitude > 8f * 8f) continue;
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Vector3? seat = SeatFor(b, objects, players);
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if (seat == null) continue;
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if ((b.Rb.transform.TransformPoint(seat.Value) - head).sqrMagnitude > AutoEnterRange * AutoEnterRange) continue;
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Vector3 local = b.Rb.transform.InverseTransformPoint(head);
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if (Mathf.Abs(local.x) > Mathf.Abs(seat.Value.x) + AutoEnterSide) continue;
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found = b;
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foundSeat = seat.Value;
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break;
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}
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if (found == null || found != dwellVehicle)
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{
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dwellVehicle = found;
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dwellStart = found != null ? Time.time : -1f;
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return null;
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}
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if (Time.time - dwellStart < AutoEnterDwell) return null;
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dwellStart = -1f;
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dwellVehicle = null;
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Enter(found, foundSeat, player);
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return "Riding as passenger (Space or the passenger key to get out)";
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}
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void Enter(SyncedBody b, Vector3 seat, Transform player)
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{
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seatHeadLocal = seat;
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vehicle = b;
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lastYaw = b.Rb.transform.eulerAngles.y;
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SetMovementEnabled(player, false);
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return "Riding as passenger (press again to get out)";
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}
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/// <summary>Beifahrersitz (Kopfposition, lokal im Fahrzeug) - aus dem Fahrersitz des Spiels oder dem Fahrer.</summary>
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Vector3? SeatFor(SyncedBody b, ObjectSync objects, IDictionary<int, PlayerInfo> players)
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{
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Vector3? driverHead;
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if (!driverHeads.TryGetValue(b.Rb, out driverHead))
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{
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driverHead = null;
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foreach (Transform t in b.Rb.GetComponentsInChildren<Transform>(true))
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{
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if (t.name != "DriverHeadPivot") continue;
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driverHead = b.Rb.transform.InverseTransformPoint(t.position);
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break;
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}
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driverHeads[b.Rb] = driverHead;
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}
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// Ohne DriverHeadPivot: nur, wenn gerade jemand fährt (dessen Kopf ist die Fahrerposition)
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if (driverHead == null && objects.IsRemoteOwnedBody(b) && b.OwnerActive)
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{
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PlayerInfo owner;
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if (players.TryGetValue(b.OwnerId, out owner) && owner.Avatar != null)
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driverHead = b.Rb.transform.InverseTransformPoint(owner.Avatar.HeadPosition);
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}
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if (driverHead == null) return null;
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Vector3 d = driverHead.Value;
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return Mathf.Abs(d.x) < CenterSeatThreshold
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? d - new Vector3(0f, 0f, BehindCenterSeat) // Sitz in der Mitte: dahinter
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: new Vector3(-d.x, d.y, d.z); // gegenüber vom Fahrer
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}
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/// <summary>
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@@ -96,12 +181,17 @@ namespace MSCO
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public void LateUpdate(Transform player, Camera cam, ObjectSync objects)
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{
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if (!IsRiding) return;
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// Fahrer ausgestiegen oder Fahrzeug weg: automatisch aussteigen
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if (vehicle.Rb == null || cam == null || !objects.IsRemoteOwnedBody(vehicle))
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if (vehicle.Rb == null || cam == null)
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{
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Exit(player, cam);
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return;
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}
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// Selbst ans Steuer gesetzt (Fahrersitz des Spiels): Beifahrer-Modus ohne Umsetzen beenden
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if (objects.IsDriving)
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{
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Reset();
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return;
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}
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Transform vt = vehicle.Rb.transform;
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float yaw = vt.eulerAngles.y;
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@@ -117,6 +207,8 @@ namespace MSCO
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if (!IsRiding) return;
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if (player != null && vehicle.Rb != null)
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{
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lastExitSeat = vehicle.Rb.transform.TransformPoint(seatHeadLocal);
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autoArmed = false;
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// Auf der Seite des Sitzes neben das Fahrzeug stellen
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float side = seatHeadLocal.x >= 0f ? 1f : -1f;
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Vector3 outside = vehicle.Rb.transform.TransformPoint(seatHeadLocal + new Vector3(side * ExitSideOffset, 0f, 0f));
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@@ -131,6 +223,9 @@ namespace MSCO
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public void Reset()
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{
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vehicle = null;
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dwellVehicle = null;
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dwellStart = -1f;
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driverHeads.Clear();
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SetMovementEnabled(null, true);
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}
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