| //! Enum to determine what type of effect the Effect is | |
| enum EffectType | |
| { | |
| //! Plain Effect base | |
| NONE, | |
| //! EffectSound | |
| SOUND, | |
| //! EffectParticle | |
| PARTICLE, | |
| } | |
| /** | |
| \brief Base wrapper class for managing effects (Particles, Sound) through SEffectManager | |
| \note This is just a base class, not intended for direct usage | |
| */ | |
| class Effect : Managed | |
| { | |
| /** \name Event invokers | |
| * ScriptInvonkers for certain events | |
| */ | |
| //@{ | |
| ref ScriptInvoker Event_OnStarted = new ScriptInvoker(); | |
| ref ScriptInvoker Event_OnStopped = new ScriptInvoker(); | |
| ref ScriptInvoker Event_OnEffectStarted = new ScriptInvoker(); | |
| ref ScriptInvoker Event_OnEffectEnded = new ScriptInvoker(); | |
| //@} | |
| /** \name Generic data | |
| * Generic data for the Effect | |
| */ | |
| //@{ | |
| //! Whether the Effect cleans up after itself when stopped | |
| protected bool m_IsAutodestroy; | |
| //! Whether the Destroy process has already been called | |
| protected bool m_IsPendingDeletion; | |
| //! Whether the Effect is currently playing | |
| protected bool m_IsPlaying; | |
| //! Cached parent | |
| protected Object m_ParentObject; | |
| //! Cached world position | |
| protected vector m_Position; | |
| //@} | |
| /** \name SEffectManager data | |
| * Data filled in by SEffectManager to identify it when it is registered | |
| */ | |
| //@{ | |
| //! ID of effect, given by SEffectManager when registered (automatically done when playing through it) | |
| protected int m_ID; | |
| //! Whether the effect is registered in SEffectManager | |
| protected bool m_IsRegistered; | |
| //@} | |
| /** \name Attachment data | |
| * Cached settings set through 'SetAttachment...' methods | |
| * Does not necessarily reflect the current state when EffectParticle | |
| */ | |
| //@{ | |
| //! Cached local pos | |
| protected vector m_LocalPos; | |
| //! Local orientation set by SetAttachedLocalOri, only used by EffectParticle | |
| protected vector m_LocalOri; | |
| //@} | |
| /** | |
| \brief ctor | |
| */ | |
| void Effect() | |
| { | |
| if (GetGame().IsDedicatedServer()) | |
| { | |
| ErrorEx("Created Effect on server.", ErrorExSeverity.WARNING); | |
| } | |
| InitEffect(); | |
| } | |
| /** | |
| \brief dtor | |
| */ | |
| void ~Effect() | |
| { | |
| // Safety | |
| if ( IsRegistered() ) | |
| SEffectManager.EffectUnregister(GetID()); | |
| // Certain effects need to be stopped to clean up properly | |
| Stop(); | |
| // Another safety | |
| SetEnableEventFrame(false); | |
| } | |
| /** | |
| \brief init | |
| */ | |
| void InitEffect() | |
| { | |
| Event_OnStarted.Insert(Event_OnEffectStarted); | |
| Event_OnStarted.Insert(ValidateStart); | |
| Event_OnStopped.Insert(Event_OnEffectEnded); | |
| } | |
| /** \name EffectType | |
| Information about what type of effect the Effect is, without the need for casting | |
| */ | |
| //@{ | |
| /** | |
| \brief Get what type of effect the Effect is | |
| \return \p EffectType What type of effect the Effect is | |
| */ | |
| EffectType GetEffectType() | |
| { | |
| return EffectType.NONE; | |
| } | |
| /** | |
| \brief Check whether the Effect is EffectSound without casting | |
| \return \p bool Whether the Effect is EffectSound | |
| */ | |
| bool IsSound() | |
| { | |
| return false; | |
| } | |
| /** | |
| \brief Check whether the Effect is EffectParticle without casting | |
| \return \p bool Whether the Effect is EffectParticle | |
| */ | |
| bool IsParticle() | |
| { | |
| return false; | |
| } | |
| //@} | |
| /** \name Playback | |
| * Methods to Play/Stop Effect | |
| * Generally, SEffectManager.Play methods are used instead of Start | |
| */ | |
| //@{ | |
| /** | |
| \brief Plays all elements this effects consists of | |
| \note Is called by SEffectManager.Play methods | |
| */ | |
| void Start() | |
| { | |
| // It is already playing! | |
| if (IsPlaying()) | |
| return; | |
| Event_OnStarted(); | |
| // I can't call this from inside the method with same name | |
| // because that method is often overriden without super...... | |
| Event_OnStarted.Invoke(this); | |
| } | |
| /** | |
| \brief Validation whether an effect truly started playing or if the Effect should stop as none is present | |
| \note Override this when inheriting to create own validation check | |
| \note Is called from Event_OnStarted invoker after Event_OnStarted has been performed | |
| */ | |
| void ValidateStart() | |
| { | |
| } | |
| /** | |
| \brief Stops all elements this effect consists of | |
| \note Alternatively use SEffectManager.Stop( effect_id ) | |
| */ | |
| void Stop() | |
| { | |
| // It is not playing! | |
| if (!IsPlaying()) | |
| return; | |
| Event_OnStopped(); | |
| // Yes, that event is new, but let's keep up some consistency | |
| Event_OnStopped.Invoke(this); | |
| } | |
| /** | |
| \brief Returns true when the Effect is playing, false otherwise | |
| */ | |
| bool IsPlaying() | |
| { | |
| return m_IsPlaying; | |
| } | |
| //@} | |
| /** \name Destroy | |
| Methods regarding automatic cleanup | |
| */ | |
| //@{ | |
| /** | |
| \brief Cleans up the Effect, including unregistering if needed | |
| \note Will stop the Effect and queue up the deletion in the callqueue | |
| \note Is intended for usage from within the Effect itself, use SEffectManager.DestroyEffect when working from a pointer | |
| */ | |
| protected void Destroy() | |
| { | |
| // Already queued | |
| if (IsPendingDeletion()) | |
| return; | |
| // Mark it to prevent queuing it up multiple times or get stuck in a call loop | |
| m_IsPendingDeletion = true; | |
| // Stop it, so that the effects can clean up themselves | |
| // Since if for example this is EffectParticle and the particle is looping | |
| // It NEEDS to be stopped to clean up the Particle | |
| Stop(); | |
| // Queue up the destroying, as we should not do it while we are accessing it here | |
| if (GetGame()) | |
| { | |
| GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).Call(SEffectManager.DestroyEffect, this); | |
| } | |
| } | |
| /** | |
| \brief Sets whether Effect automatically cleans up when it stops | |
| \note This means that it will be unregistered from SEffectManager as well | |
| \param auto_destroy \p bool Whether Effect automatically cleans up when it stops | |
| */ | |
| void SetAutodestroy(bool auto_destroy) | |
| { | |
| m_IsAutodestroy = auto_destroy; | |
| } | |
| /** | |
| \brief Get whether Effect automatically cleans up when it stops | |
| \return \p bool Whether Effect automatically cleans up when it stops | |
| */ | |
| bool IsAutodestroy() | |
| { | |
| return m_IsAutodestroy; | |
| } | |
| /** | |
| \brief Get whether the Effect is queued up for being cleaned up | |
| \return \p bool Whether the Effect is queued up for being cleaned up | |
| */ | |
| bool IsPendingDeletion() | |
| { | |
| return m_IsPendingDeletion; | |
| } | |
| /** | |
| \brief Get whether the Effect can be destroyed right now | |
| \return \p bool Whether the Effect can be destroyed right now | |
| */ | |
| bool CanDestroy() | |
| { | |
| return true; | |
| } | |
| //@} | |
| /** | |
| \brief Enable Event_OnFrameUpdate for the effect | |
| \note Read SEffectManager.Event_OnFrameUpdate for more info | |
| */ | |
| void SetEnableEventFrame(bool enable) | |
| { | |
| if ( enable ) | |
| { | |
| SEffectManager.Event_OnFrameUpdate.Insert(Event_OnFrameUpdate); | |
| } | |
| else | |
| { | |
| SEffectManager.Event_OnFrameUpdate.Remove(Event_OnFrameUpdate); | |
| } | |
| } | |
| /** \name Events | |
| Various events that can be overriden for custom behaviour | |
| */ | |
| //@{ | |
| /** | |
| \brief Event used when Start was called | |
| */ | |
| void Event_OnStarted() | |
| { | |
| // Override this method for own use | |
| } | |
| /** | |
| \brief Event used when Stop was called | |
| */ | |
| void Event_OnStopped() | |
| { | |
| // Override this method for own use | |
| } | |
| /** | |
| \brief Event used when the actual effect started playing | |
| */ | |
| void Event_OnEffectStarted() | |
| { | |
| m_IsPlaying = true; | |
| Event_OnEffectStarted.Invoke(this); | |
| } | |
| /** | |
| \brief Event used when the actual effect stopped playing | |
| */ | |
| void Event_OnEffectEnded() | |
| { | |
| m_IsPlaying = false; | |
| Event_OnEffectEnded.Invoke(this); | |
| if ( IsAutodestroy() ) | |
| { | |
| Destroy(); | |
| } | |
| } | |
| /** | |
| \brief Event called on frame when enabled by SetEnableEventFrame(true) | |
| \note Called from SEffectManager.Event_OnFrameUpdate in MissionGameplay.OnUpdate | |
| \param time_delta \p float Time passed since the previous frame | |
| */ | |
| void Event_OnFrameUpdate(float time_delta) | |
| { | |
| // Override this method for own use | |
| } | |
| /** | |
| \brief Event called from SEffectManager when the Effect is registered | |
| \note Should only ever be called by SEffectManager! | |
| \param id \p int ID registered in SEffectManager | |
| */ | |
| void Event_OnRegistered(int id) | |
| { | |
| SetID(id); | |
| m_IsRegistered = true; | |
| } | |
| /** | |
| \brief Event called from SEffectManager when the Effect is unregistered | |
| \note Should only ever be called by SEffectManager! | |
| */ | |
| void Event_OnUnregistered() | |
| { | |
| SetID(SEffectManager.INVALID_ID); | |
| m_IsRegistered = false; | |
| } | |
| /** | |
| \brief Event used when EffectParticle.CheckLifeSpan was called (DEPRECATED) | |
| \note So this is EffectParticle specific... | |
| \note EffectParticle.CheckLifeSpan is currently not in use | |
| */ | |
| void OnCheckUpdate() | |
| { | |
| } | |
| //@} | |
| /** \name Generic API | |
| Setters and getters for generic data and properties | |
| */ | |
| //@{ | |
| /** | |
| \brief Set parent of the Effect | |
| \note Same as SetAttachmentParent, but more generic name | |
| \warning Only sets the cached variable, for immediate effect use SetCurrent variant | |
| \param parent_obj \p Object The parent for the Effect | |
| */ | |
| void SetParent(Object parent_obj) | |
| { | |
| m_ParentObject = parent_obj; | |
| } | |
| /** | |
| \brief Get parent of the Effect | |
| \note Same as GetAttachmentParent, but more generic name | |
| \warning Only gets the cached variable, for immediate effect use GetCurrent variant | |
| \return \p Object The parent of the Effect | |
| */ | |
| Object GetParent() | |
| { | |
| return m_ParentObject; | |
| } | |
| /** | |
| \brief Set current parent of the managed effect | |
| \note Same as SetAttachmentParent, but more generic name | |
| \param parent_obj \p Object The parent for the Effect | |
| \param updateCached \p bool Whether to update the cached variable | |
| */ | |
| void SetCurrentParent( Object parent_obj, bool updateCached = true ) | |
| { | |
| if (updateCached) | |
| SetParent(parent_obj); | |
| } | |
| /** | |
| \brief Get the current parent of the managed Effect | |
| \return \p Object The current parent of the managed Effect | |
| */ | |
| Object GetCurrentParent() | |
| { | |
| return null; | |
| } | |
| /** | |
| \brief Set the world position of the Effect | |
| \warning Only sets the cached variable, for immediate effect use SetCurrent variant | |
| \param pos \p vector The world position for the Effect | |
| */ | |
| void SetPosition( vector pos ) | |
| { | |
| m_Position = pos; | |
| } | |
| /** | |
| \brief Get the world position of the Effect | |
| \warning Only gets the cached variable, for immediate effect use GetCurrent variant | |
| \return \p vector The world position of the Effect | |
| */ | |
| vector GetPosition() | |
| { | |
| return m_Position; | |
| } | |
| /** | |
| \brief Set the current world position of the managed effect | |
| \param pos \p vector The current world position for the Effect | |
| \param updateCached \p bool Whether to update the cached variable | |
| */ | |
| void SetCurrentPosition( vector pos, bool updateCached = true ) | |
| { | |
| if (updateCached) | |
| SetPosition(pos); | |
| } | |
| /** | |
| \brief Get the current world position of the managed effect | |
| \return \p vector The current world position of the managed effect | |
| */ | |
| vector GetCurrentPosition() | |
| { | |
| return vector.Zero; | |
| } | |
| /** | |
| \brief Set the local position of the Effect | |
| \warning Only sets the cached variable, for immediate effect use SetCurrent variant | |
| \param pos \p vector The local position for the Effect | |
| */ | |
| void SetLocalPosition( vector pos ) | |
| { | |
| m_LocalPos = pos; | |
| } | |
| /** | |
| \brief Get the local position of the Effect | |
| \warning Only gets the cached variable, for immediate effect use GetCurrent variant | |
| \return \p vector The lcoal position of the Effect | |
| */ | |
| vector GetLocalPosition() | |
| { | |
| return m_LocalPos; | |
| } | |
| /** | |
| \brief Set the current local position of the managed effect | |
| \param pos \p vector The current local position for the managed effect | |
| \param updateCached \p bool Whether to update the cached variable | |
| */ | |
| void SetCurrentLocalPosition( vector pos, bool updateCached = true ) | |
| { | |
| if (updateCached) | |
| SetLocalPosition(pos); | |
| } | |
| /** | |
| \brief Get the current local position of the managed effect | |
| \return \p vector The current local position of the managed effect | |
| */ | |
| vector GetCurrentLocalPosition() | |
| { | |
| return vector.Zero; | |
| } | |
| //@} | |
| /** \name Effect ID | |
| The ID of the effect when registered in SEffectManager | |
| */ | |
| //@{ | |
| /** | |
| \brief Set the ID registered in SEffectManager | |
| \note Should only ever be called by Event_OnRegistered! | |
| \param id \p int ID registered in SEffectManager | |
| */ | |
| protected void SetID(int id) | |
| { | |
| m_ID = id; | |
| } | |
| /** | |
| \brief Get the ID registered in SEffectManager | |
| \return \p int ID registered in SEffectManager, or 0 (SEffectManager.INVALID_ID) when not registered | |
| */ | |
| int GetID() | |
| { | |
| return m_ID; | |
| } | |
| /** | |
| \brief Get whether this Effect is registered in SEffectManager | |
| \return \p bool Whether this Effect is registered in SEffectManager | |
| */ | |
| bool IsRegistered() | |
| { | |
| return m_IsRegistered; | |
| } | |
| //@} | |
| /** \name Attachment API | |
| * Data to attach an Effect to a parent | |
| * Mostly replaced by equivalents without 'Attachment' in name | |
| * Mildly deprecated, exist for backwards compatibility | |
| */ | |
| //@{ | |
| /** | |
| \brief Set parent for the Effect | |
| \param obj \p Object The parent for the Effect | |
| */ | |
| void SetAttachmentParent(Object obj) | |
| { | |
| SetParent(obj); | |
| } | |
| /** | |
| \brief Get the parent set by SetAttachmentParent | |
| \return \p Object The parent set by SetAttachmentParent | |
| */ | |
| Object GetAttachmentParent() | |
| { | |
| return GetParent(); | |
| } | |
| /** | |
| \brief Set local pos for the Effect relative to the parent | |
| \param pos \p vector The local pos relative to the parent | |
| */ | |
| void SetAttachedLocalPos(vector pos) | |
| { | |
| SetLocalPosition(pos); | |
| } | |
| /** | |
| \brief Get the local pos set by SetAttachedLocalPos | |
| \return \p vector The local pos set by SetAttachedLocalPos | |
| */ | |
| vector GetAttachedLocalPos() | |
| { | |
| return GetLocalPosition(); | |
| } | |
| /** | |
| \brief Set local orientation for the Effectparticle to attach to when the Effect is started | |
| \warning Only caches it into a variable to be used by Start, does not live update when called afterwards | |
| \note Overrides the orientation set by EffectParticle.SetOrientation | |
| \param ori \p vector The local orientation to use on Start | |
| */ | |
| void SetAttachedLocalOri(vector ori) | |
| { | |
| m_LocalOri = ori; | |
| } | |
| /** | |
| \brief Get the local orientation set by SetAttachedLocalOri | |
| \warning Is not necessarily the current local orientation | |
| \return \p vector The local orientation set by SetAttachedLocalOri | |
| */ | |
| vector GetAttachedLocalOri() | |
| { | |
| return m_LocalOri; | |
| } | |
| //@} | |
| } |