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class CrossHair
{
protected string m_Name;
protected bool m_Shown;
protected bool m_Current;
protected Widget m_Widget;
void CrossHair(Widget w)
{
m_Widget = w;
m_Name = w.GetName();
m_Shown = true;
m_Current = false;
}
void ~CrossHair() {}
string GetName()
{
return m_Name;
}
bool IsCurrent()
{
return m_Current;
}
bool IsShown()
{
return m_Shown;
}
void Show()
{
m_Shown = false;
m_Current = true;
m_Widget.Show(true);
}
void Hide()
{
m_Shown = true;
m_Current = false;
m_Widget.Show(false);
}
Widget GetWidget()
{
return m_Widget;
}
}
class CrossHairSelector extends ScriptedWidgetEventHandler
{
protected PlayerBase m_Player;
protected ActionManagerBase m_AM;
protected Widget m_Root;
protected ref set<ref CrossHair> m_CrossHairs;
//! Floating crosshair
protected vector m_PreviousDirection;
protected bool m_PreviousDirectionSet;
void CrossHairSelector()
{
m_Player = null;
m_AM = null;
m_CrossHairs = new set<ref CrossHair>;
GetGame().GetPostUpdateQueue(CALL_CATEGORY_GUI).Insert(Update);
}
void ~CrossHairSelector()
{
GetGame().GetPostUpdateQueue(CALL_CATEGORY_GUI).Remove(Update);
}
protected void Init()
{
m_CrossHairs.Clear();
Widget child = m_Root.GetChildren();
while(child)
{
m_CrossHairs.Insert(CrossHair(child));
child = child.GetSibling();
}
}
protected void OnWidgetScriptInit(Widget w)
{
m_Root = w;
m_Root.SetHandler(this);
Init();
m_Root.Update();
}
protected void Update()
{
//! don't show crosshair if it's disabled in profile or from server
if(!g_Game.GetProfileOption(EDayZProfilesOptions.CROSSHAIR) || g_Game.GetWorld().IsCrosshairDisabled())
{
if(GetCurrentCrossHair())
ShowCrossHair(null);
return;
};
if(m_Player && !m_Player.IsAlive()) // handle respawn
{
m_Player = null;
m_AM = null;
}
if(!m_Player) GetPlayer();
if(!m_AM) GetActionManager();
if(m_Player && m_Player.IsPlayerSelected())
{
SelectCrossHair();
}
}
// getters
protected void GetPlayer()
{
Class.CastTo(m_Player, GetGame().GetPlayer());
}
protected void GetActionManager()
{
if( m_Player && m_Player.IsPlayerSelected() )
{
Class.CastTo(m_AM, m_Player.GetActionManager());
}
else
m_AM = null;
}
protected CrossHair GetCrossHairByName(string widgetName)
{
for(int i = 0; i < m_CrossHairs.Count(); i++)
{
if(m_CrossHairs.Get(i).GetName() == widgetName)
return m_CrossHairs.Get(i);
}
return null;
}
protected CrossHair GetCurrentCrossHair()
{
for(int i = 0; i < m_CrossHairs.Count(); i++)
{
if(m_CrossHairs.Get(i).IsCurrent())
return m_CrossHairs.Get(i);
}
return null;
}
protected void SelectCrossHair()
{
if(!m_AM) return;
HumanInputController hic = m_Player.GetInputController();
ActionBase action = m_AM.GetRunningAction();
bool firearmInHands = m_Player.GetItemInHands() && m_Player.GetItemInHands().IsWeapon();
//! firearms
if ( firearmInHands && m_Player.IsRaised() && !m_Player.IsInIronsights() && !m_Player.IsInOptics() && !hic.CameraIsFreeLook() && !m_Player.GetCommand_Melee2() )
{
ShowCrossHair(GetCrossHairByName("crossT_128x128"));
}
//! On Continuous Actions
else if (action && action.GetActionCategory() == AC_CONTINUOUS)
{
int actionState = m_AM.GetActionState(action);
if ( actionState != UA_NONE )
ShowCrossHair(null);
}
//! raised hands(bare + non-firearm) + melee cmd
else if ( m_Player.IsRaised() || m_Player.GetCommand_Melee2() || GetGame().GetUIManager().GetMenu() != null )
{
ShowCrossHair(null);
}
//! handle unconscious state
else if ( m_Player.GetCommand_Unconscious() )
{
ShowCrossHair(null);
}
//! default
else
{
ShowCrossHair(GetCrossHairByName("dot"));
}
}
protected void ShowCrossHair(CrossHair crossHair)
{
//! no crosshair + clean + hide the previous
if (!crossHair)
{
if (GetCurrentCrossHair())
GetCurrentCrossHair().Hide();
return;
}
else //! hide prev crosshair
{
if (GetCurrentCrossHair() && GetCurrentCrossHair() != crossHair)
GetCurrentCrossHair().Hide();
}
//! show the new one
if (!crossHair.IsCurrent() && crossHair.IsShown())
crossHair.Show();
#ifdef WIP_TRACKIR
FloatingCrossHair(crossHair.GetWidget());
#endif
}
//! Highly WIP, do not use
void FloatingCrossHair(Widget widget)
{
HumanInputController hic = m_Player.GetInputController();
//! Only intended to be used with track IR
if (!hic.CameraIsTracking())
{
widget.SetPos(0, 0);
widget.Update();
return;
}
ActionBase action = m_AM.GetRunningAction();
float dt = GetDayZGame().GetDeltaT();
HumanCommandWeapons hcw = m_Player.GetCommandModifier_Weapons();
vector transform[4];
m_Player.GetTransformWS(transform);
vector aimAngles = Vector(hcw.GetBaseAimingAngleLR(), hcw.GetBaseAimingAngleUD(), 0.0);
vector plrAngles = Math3D.MatrixToAngles(transform);
aimAngles = Vector(0.0, hcw.GetBaseAimingAngleUD(), 0.0);
plrAngles = Vector(hic.GetHeadingAngle() * -Math.RAD2DEG, 0, 0);
vector resAngle = aimAngles + plrAngles;
vector start;
MiscGameplayFunctions.GetHeadBonePos(m_Player, start);
vector direction = resAngle.AnglesToVector();
int layer = ObjIntersectView;
float range = 1.0;
Weapon_Base weapon;
if (Class.CastTo(weapon, m_Player.GetItemInHands()) && m_Player.IsRaised())
{
layer = ObjIntersectFire;
range = 10.0;
vector usti_hlavne_position = weapon.GetSelectionPositionMS( "usti hlavne" );
vector konec_hlavne_position = weapon.GetSelectionPositionMS( "konec hlavne" );
usti_hlavne_position = m_Player.ModelToWorld(usti_hlavne_position);
konec_hlavne_position = m_Player.ModelToWorld(konec_hlavne_position);
vector contact_dir;
int contact_component;
direction = konec_hlavne_position - usti_hlavne_position;
direction.Normalize();
start = konec_hlavne_position;
m_PreviousDirectionSet = false;
}
else
{
if (!m_PreviousDirectionSet)
{
m_PreviousDirectionSet = true;
m_PreviousDirection = direction;
}
float r0[4];
float r1[4];
vector t[4];
Math3D.DirectionAndUpMatrix(m_PreviousDirection, vector.Up, t);
Math3D.MatrixToQuat(t, r0);
Math3D.DirectionAndUpMatrix(direction, vector.Up, t);
Math3D.MatrixToQuat(t, r1);
Math3D.QuatLerp(r0, r0, r1, 0.1);
Math3D.QuatToMatrix(r0, t);
direction = t[2];
m_PreviousDirection = direction;
}
vector end = start + (direction * range);
vector position = end;
DayZPhysics.RaycastRV(start, end, position, contact_dir, contact_component, null, m_Player, m_Player, false, false, layer);
/*
vector lines[2];
lines[0] = start;
lines[1] = end;
Shape.CreateSphere(0xFFFFFF00, ShapeFlags.ONCE, usti_hlavne_position, 0.1);
Shape.CreateSphere(0xFFFFFF00, ShapeFlags.ONCE, konec_hlavne_position, 0.1);
Shape.CreateLines(0xFF00FF00, ShapeFlags.ONCE, lines, 2);
*/
vector screenSpace = GetGame().GetScreenPos(position);
float sx, sy;
widget.GetScreenSize(sx, sy);
screenSpace[0] = screenSpace[0] - (sx * 0.5);
screenSpace[1] = screenSpace[1] - (sy * 0.5);
widget.SetScreenPos(screenSpace[0], screenSpace[1]);
widget.Update();
}
} |