| /** | |
| \brief Manager class for managing Effect (EffectParticle, EffectSound) | |
| \warning Keeps a ref to any Effect registered (Created/Played), make sure to perform the necessary cleanup | |
| */ | |
| class SEffectManager | |
| { | |
| //! Static map of all registered effects <id, Effect> | |
| protected static ref map<int, ref Effect> m_EffectsMap; | |
| //! Static array of IDs that were previously used, but freed up by unregistering | |
| protected static ref array<int> m_FreeEffectIDs; | |
| //! Counter for quickly getting the next ID if FreeEffectIDs array is empty | |
| protected static int m_HighestFreeEffectID = 1; | |
| //! As the counter starts at 1, Effect ID can never be 0 | |
| static const int INVALID_ID = 0; | |
| //! Bool to check whether Cleanup is happening, which means that the maps should no longer be accessed | |
| protected static bool m_IsCleanup; | |
| //! Bool to check whether Init was called | |
| protected static bool m_IsInitialized; | |
| //! Static map of cached sound params, to prevent having to recreate them | |
| protected static ref map<string, ref SoundParams> m_ParamsMap; | |
| //! Static invoker for the SEffectManager.Event_OnFrameUpdate called form MissionGameplay.OnUpdate | |
| static ref ScriptInvoker Event_OnFrameUpdate; | |
| /** \name Generic playback | |
| Methods for playing Effect | |
| \note Since 1.15, these should work on EffectSound as well | |
| */ | |
| //@{ | |
| /** | |
| *\brief Play an Effect | |
| * \warning As the Effect is automatically registered, it will not be freed automatically (because of the ref) | |
| * Unless 'SetAutodestroy(true)' is called on the created 'Effect', which will clean it up when the sound stop | |
| * Alternatively, SEffectManager.DestroyEffect can be called manually, which will also unregister and cleanup | |
| * \param eff \p Effect The Effect to play | |
| * \param pos \p vector The position to play the Effect | |
| * \return \p int The registered ID of the Effect | |
| */ | |
| static int PlayInWorld(notnull Effect eff, vector pos) | |
| { | |
| // Stop the effect first, just in case | |
| eff.Stop(); | |
| int id = EffectRegister(eff); | |
| eff.SetPosition( pos ); | |
| eff.Start(); | |
| return id; | |
| } | |
| /** | |
| *\brief Play an Effect | |
| * \warning Read PlayInWorld warning | |
| * \param eff \p Effect The Effect to play | |
| * \param obj \p Object The parent of the Effect | |
| * \param local_pos \p vector The local position to play the Effect in relation to the parent (Optional) | |
| * \param local_ori \p vector The local orientation to play the Effect in relation to the parent (Optional) | |
| * \param force_rotation_relative_to_world \p bool Whether to force the orientation to stay in WS (Optional) | |
| * \return \p int The registered ID of the Effect | |
| */ | |
| static int PlayOnObject(notnull Effect eff, Object obj, vector local_pos = "0 0 0", vector local_ori = "0 0 0", bool force_rotation_relative_to_world = false) | |
| { | |
| // Stop the effect first, just in case | |
| eff.Stop(); | |
| int id = EffectRegister(eff); | |
| if (!obj) | |
| { | |
| ErrorEx("Parent object is null.", ErrorExSeverity.WARNING); | |
| eff.SetPosition(local_pos); | |
| } | |
| else | |
| { | |
| eff.SetPosition(obj.GetPosition()); | |
| } | |
| eff.SetParent(obj); | |
| eff.SetLocalPosition(local_pos); | |
| eff.SetAttachedLocalOri(local_ori); | |
| if (force_rotation_relative_to_world) | |
| { | |
| EffectParticle eff_particle = EffectParticle.Cast(eff); | |
| if (eff_particle) | |
| { | |
| eff_particle.ForceParticleRotationRelativeToWorld(force_rotation_relative_to_world); | |
| } | |
| } | |
| eff.Start(); | |
| return id; | |
| } | |
| /** | |
| \brief Stops the Effect | |
| \param effect_id \p int The ID of the Effect to Stop | |
| */ | |
| static void Stop(int effect_id) | |
| { | |
| Effect eff = m_EffectsMap.Get(effect_id); | |
| if (eff) | |
| { | |
| eff.Stop(); | |
| } | |
| else | |
| { | |
| ErrorEx(string.Format("Failed to stop Effect with ID %1. The ID is not registered in m_EffectsMap!", effect_id)); | |
| } | |
| } | |
| //@} | |
| /** \name Create/Play sound | |
| Methods for playing/creating sound | |
| */ | |
| //@{ | |
| /** | |
| *\brief Create an EffectSound | |
| * \warning Read PlayInWorld warning | |
| * \param sound_set \p string The sound set name of the sound | |
| * \param position \p vector The position to play the sound | |
| * \param play_fade_in \p float The fade in duration of the sound (Optional) | |
| * \param stop_fade_out \p float The fade out duration of the sound (Optional) | |
| * \param loop \p bool Whether the sound should loop (Optional) | |
| * \param enviroment \p bool Whether to set environment variables (Optional) | |
| * \return \p EffectSound The created EffectSound | |
| */ | |
| static EffectSound CreateSound(string sound_set, vector position, float play_fade_in = 0, float stop_fade_out = 0, bool loop = false, bool enviroment = false) | |
| { | |
| EffectSound effect_sound = new EffectSound(); | |
| effect_sound.SetSoundSet(sound_set); | |
| effect_sound.SetPosition(position); | |
| effect_sound.SetSoundFadeIn(play_fade_in); | |
| effect_sound.SetSoundFadeOut(stop_fade_out); | |
| effect_sound.SetSoundLoop(loop); | |
| effect_sound.SetEnviromentVariables(enviroment); | |
| EffectRegister( effect_sound ); | |
| return effect_sound; | |
| } | |
| /** | |
| *\brief Create and play an EffectSound | |
| * \warning Calls CreateSound, read CreateSound warning | |
| * \param sound_set \p string The sound set name of the sound | |
| * \param position \p vector The position to play the sound | |
| * \param play_fade_in \p float The fade in duration of the sound (Optional) | |
| * \param stop_fade_out \p float The fade out duration of the sound (Optional) | |
| * \param loop \p bool Whether the sound should loop (Optional) | |
| * \return \p EffectSound The created EffectSound | |
| */ | |
| static EffectSound PlaySound(string sound_set, vector position, float play_fade_in = 0, float stop_fade_out = 0, bool loop = false) | |
| { | |
| EffectSound effect_sound = CreateSound(sound_set, position, play_fade_in, stop_fade_out, loop, false); | |
| effect_sound.SoundPlay(); | |
| return effect_sound; | |
| } | |
| /** | |
| *\brief Create and play an EffectSound | |
| * \warning Calls CreateSound, read CreateSound warning | |
| * \param params \p SoundParams Params to create the sound with | |
| * \param position \p vector The position to play the sound | |
| * \param play_fade_in \p float The fade in duration of the sound (Optional) | |
| * \param stop_fade_out \p float The fade out duration of the sound (Optional) | |
| * \param loop \p bool Whether the sound should loop (Optional) | |
| * \return \p EffectSound The created EffectSound | |
| */ | |
| static EffectSound PlaySoundParams(notnull SoundParams params, vector position, float play_fade_in = 0, float stop_fade_out = 0, bool loop = false) | |
| { | |
| EffectSound effect_sound = CreateSound(params.GetName(), position, play_fade_in, stop_fade_out, loop, false); | |
| effect_sound.SoundPlayEx(params); | |
| return effect_sound; | |
| } | |
| /** | |
| *\brief Create and play an EffectSound, using or creating cached SoundParams | |
| * \warning Calls CreateSound, read CreateSound warning | |
| * \param sound_set \p string The sound set name of the sound | |
| * \param position \p vector The position to play the sound | |
| * \param play_fade_in \p float The fade in duration of the sound (Optional) | |
| * \param stop_fade_out \p float The fade out duration of the sound (Optional) | |
| * \param loop \p bool Whether the sound should loop (Optional) | |
| * \return \p EffectSound The created EffectSound | |
| */ | |
| static EffectSound PlaySoundCachedParams(string sound_set, vector position, float play_fade_in = 0, float stop_fade_out = 0, bool loop = false) | |
| { | |
| SoundParams params = GetCachedSoundParam(sound_set); | |
| EffectSound effect_sound = CreateSound(params.GetName(), position, play_fade_in, stop_fade_out, loop, false); | |
| effect_sound.SoundPlayEx(params); | |
| return effect_sound; | |
| } | |
| /** | |
| *\brief Create and play an EffectSound, updating environment variables | |
| * \warning Calls CreateSound, read CreateSound warning | |
| * \param sound_set \p string The sound set name of the sound | |
| * \param position \p vector The position to play the sound | |
| * \param play_fade_in \p float The fade in duration of the sound (Optional) | |
| * \param stop_fade_out \p float The fade out duration of the sound (Optional) | |
| * \param loop \p bool Whether the sound should loop (Optional) | |
| * \return \p EffectSound The created EffectSound | |
| */ | |
| static EffectSound PlaySoundEnviroment(string sound_set, vector position, float play_fade_in = 0, float stop_fade_out = 0, bool loop = false) | |
| { | |
| EffectSound effect_sound = CreateSound(sound_set, position, play_fade_in, stop_fade_out, loop, true); | |
| effect_sound.SoundPlay(); | |
| return effect_sound; | |
| } | |
| /** | |
| *\brief Create and play an EffectSound | |
| * \warning Calls CreateSound, read CreateSound warning | |
| * \param sound_set \p string The sound set name of the sound | |
| * \param parent_object \p Object The parent Object for the sound to follow | |
| * \param play_fade_in \p float The fade in duration of the sound (Optional) | |
| * \param stop_fade_out \p float The fade out duration of the sound (Optional) | |
| * \param loop \p bool Whether the sound should loop (Optional) | |
| * \return \p EffectSound The created EffectSound | |
| */ | |
| static EffectSound PlaySoundOnObject(string sound_set, Object parent_object, float play_fade_in = 0, float stop_fade_out = 0, bool loop = false) | |
| { | |
| EffectSound effect_sound = CreateSound(sound_set, parent_object.GetPosition(), play_fade_in, stop_fade_out, loop); | |
| effect_sound.SetParent( parent_object ); | |
| effect_sound.SetLocalPosition( vector.Zero ); | |
| effect_sound.SoundPlay(); | |
| return effect_sound; | |
| } | |
| //@} | |
| /** \name Generic API | |
| General methods used for SEffectManager | |
| */ | |
| //@{ | |
| /** | |
| \brief Unregisters, stops and frees the Effect | |
| \param effect_sound \p EffectSound The EffectSound to free | |
| */ | |
| static void DestroyEffect(Effect effect) | |
| { | |
| if (effect) | |
| { | |
| if (effect.CanDestroy()) | |
| { | |
| // Functionality already happens in dtor of Effect to be safe | |
| delete effect; | |
| } | |
| else | |
| { | |
| // Make it clean up itself when done | |
| effect.SetAutodestroy(true); | |
| effect.Stop(); | |
| } | |
| } | |
| } | |
| /** | |
| \brief Checks whether an Effect ID is registered in SEffectManager | |
| \param effect_id \p int The Effect ID to check | |
| \return \p bool Whether there is an Effect registered for this ID | |
| */ | |
| static bool IsEffectExist( int effect_id ) | |
| { | |
| if (!m_IsCleanup) | |
| return m_EffectsMap[effect_id] != null; | |
| else | |
| return false; | |
| } | |
| /** | |
| \brief Gets the Effect with the given registered Effect ID | |
| \param effect_id \p int The Effect ID | |
| \return \p Effect The Effect registered to the ID or null | |
| */ | |
| static Effect GetEffectByID(int effect_id) | |
| { | |
| if (!m_IsCleanup) | |
| return m_EffectsMap[effect_id]; | |
| else | |
| return null; | |
| } | |
| /** | |
| \brief Registers Effect in SEffectManager | |
| \note Already handled in SEffectManager Create/Play methods | |
| \note This will make SEffectManager hold a strong ref for the Effect | |
| \param effect \p Effect The Effect to register | |
| \return \p int The Effect ID | |
| */ | |
| static int EffectRegister(Effect effect) | |
| { | |
| if (effect.IsRegistered()) | |
| { | |
| ErrorEx(string.Format("Attempted to register Effect '%1' which was already registered.", effect.GetDebugName()), ErrorExSeverity.INFO); | |
| return effect.GetID(); | |
| } | |
| int id; | |
| if (!m_IsCleanup) | |
| { | |
| id = GetFreeEffectID(); | |
| m_EffectsMap.Insert(id, effect); | |
| effect.Event_OnRegistered(id); | |
| } | |
| else | |
| ErrorEx("Attempted to register Effect while SEffectManager is cleaning up, request ignored.", ErrorExSeverity.WARNING); | |
| return id; | |
| } | |
| /** | |
| \brief Unregisters Effect in SEffectManager | |
| \note Will automatically occur on stop when the Effect is AutoDestroy | |
| \note ID can be gotten from the Effect by calling Effect.GetID | |
| \note Generic Play methods will also return the ID | |
| \param id \p int The ID of the Effect to unregister | |
| */ | |
| static void EffectUnregister(int id) | |
| { | |
| if (m_IsCleanup) | |
| return; // No error needed, since it will have been unregistered anyways after cleanup is finished | |
| Effect effect; | |
| if ( m_EffectsMap.Find(id, effect) ) | |
| { | |
| effect.Event_OnUnregistered(); | |
| m_EffectsMap.Remove(id); | |
| } | |
| if ( m_FreeEffectIDs.Find(id) == -1 ) | |
| { | |
| m_FreeEffectIDs.Insert(id); | |
| } | |
| } | |
| /** | |
| \brief Unregisters Effect in SEffectManager | |
| \param effect \p Effect The Effect to unregister | |
| */ | |
| static void EffectUnregisterEx(Effect effect) | |
| { | |
| EffectUnregister(effect.GetID()); | |
| } | |
| /** | |
| \brief Helper function for EffectRegister to decide an Effect ID | |
| \return \p int A currently unused Effect ID | |
| */ | |
| protected static int GetFreeEffectID() | |
| { | |
| int return_id; | |
| if (m_FreeEffectIDs.Count() > 0) | |
| { | |
| return_id = m_FreeEffectIDs.Get(0); | |
| m_FreeEffectIDs.Remove(0); | |
| } | |
| else | |
| { | |
| return_id = m_HighestFreeEffectID; | |
| ++m_HighestFreeEffectID; | |
| } | |
| return return_id; | |
| } | |
| //@} | |
| /** \name Sound helpers | |
| Sound specific helper methods | |
| */ | |
| //@{ | |
| /** | |
| \brief Legacy, backwards compatibility | |
| \param sound_effect \p EffectSound The EffectSound to free | |
| \return \p bool A bool which is always true | |
| */ | |
| static bool DestroySound(EffectSound sound_effect) | |
| { | |
| DestroyEffect(sound_effect); | |
| return true; | |
| } | |
| /** | |
| \brief Get or create a cached SoundParams object | |
| \param soundset \p string The sound set name of the sound | |
| \return \p SoundParams The cached SoundParams for the given soundset | |
| */ | |
| static SoundParams GetCachedSoundParam(string soundset) | |
| { | |
| SoundParams params; | |
| if (!m_ParamsMap.Find(soundset, params)) | |
| { | |
| params = new SoundParams(soundset); | |
| m_ParamsMap.Insert(soundset, params); | |
| } | |
| return params; | |
| } | |
| //@} | |
| /** \name Events | |
| Various events that can be overriden for custom behaviour | |
| */ | |
| //@{ | |
| /** | |
| \brief Event called from EffectSound.Event_OnSoundWaveEnded | |
| \note Every registered sound is registered to call this | |
| \param effect_sound \p EffectSound The EffectSound calling the event | |
| */ | |
| static void Event_OnSoundWaveEnded(EffectSound effect_sound) | |
| { | |
| } | |
| /** | |
| \brief Event called on frame | |
| \note Called from MissionGameplay.OnUpdate | |
| \note Effects register themselves by Effect.SetEnableEventFrame(true) | |
| \note EffectSound is automatically registered | |
| \param time_delta \p float Time passed since the previous frame | |
| */ | |
| static void Event_OnFrameUpdate(float time_delta) | |
| { | |
| Event_OnFrameUpdate.Invoke(time_delta); | |
| } | |
| //@} | |
| /** \name Lifetime | |
| Creation and cleanup | |
| */ | |
| //@{ | |
| /** | |
| \brief Initialize the containers | |
| \note This is done this way, to have these not exist on server | |
| */ | |
| static void Init() | |
| { | |
| m_EffectsMap = new map<int, ref Effect>; | |
| m_FreeEffectIDs = new array<int>; | |
| m_ParamsMap = new map<string, ref SoundParams>; | |
| Event_OnFrameUpdate = new ScriptInvoker(); | |
| m_IsInitialized = true; | |
| } | |
| /** | |
| \brief Cleanup method to properly clean up the static data | |
| \note Will be called when MissionBase is destroyed | |
| */ | |
| static void Cleanup() | |
| { | |
| // Nothing to clean | |
| if (!m_IsInitialized) | |
| return; | |
| m_IsCleanup = true; | |
| // There should not be anything in here on server | |
| if (GetGame() && GetGame().IsDedicatedServer()) | |
| { | |
| if (m_ParamsMap.Count() > 0) | |
| ErrorEx(string.Format("SEffectManager containing SoundParams on server."), ErrorExSeverity.WARNING); | |
| if (m_EffectsMap.Count() > 0) | |
| ErrorEx(string.Format("SEffectManager containing Effect on server."), ErrorExSeverity.WARNING); | |
| } | |
| // These are intentionally cached, just clear them | |
| m_ParamsMap.Clear(); | |
| // These might not be intentionally still here, so log how many there are | |
| Print("--- SEffectManager Cleanup dump - Begin ------------------------"); | |
| Print(string.Format("Effect count: %1", m_EffectsMap.Count())); | |
| // Best to call the unregister event before clearing the map | |
| // In case some ref is still being held elsewhere and will still be kept alive | |
| foreach (int id, Effect eff : m_EffectsMap) | |
| { | |
| eff.Event_OnUnregistered(); | |
| Print(string.Format( "%1 :: %2 :: %3", eff, typename.EnumToString(EffectType, eff.GetEffectType()), eff.GetDebugName() )); | |
| } | |
| Print("--- SEffectManager Cleanup dump - End --------------------------"); | |
| // Now we can clear it | |
| m_EffectsMap.Clear(); | |
| // Reset the state | |
| m_HighestFreeEffectID = 1; | |
| Event_OnFrameUpdate.Clear(); | |
| m_IsCleanup = false; | |
| } | |
| //@} | |
| } |