| /** | |
| \brief Wrapper class for managing particles through SEffectManager | |
| */ | |
| class EffectParticle : Effect | |
| { | |
| //! The main Particle effect that this Effect wrapper manages | |
| protected Particle m_ParticleObj; | |
| /** \name Generic data | |
| * Generic data for the particle | |
| */ | |
| //@{ | |
| //! The ID in the ParticleList to create Particle from | |
| protected int m_ParticleID; | |
| //! Orientation set by SetOrientation | |
| protected vector m_Orientation; | |
| //! Orientation setting to be used by the effect when the Effect starts | |
| protected bool m_ForceRotationRelativeToWorld; | |
| //@} | |
| /** \name DEPRECATED | |
| * Simply exist because of backwards compatibility, might have never been used | |
| */ | |
| //@{ | |
| protected vector m_ParticleOrientation; | |
| protected Object m_Object; | |
| //@} | |
| /** | |
| \brief ctor | |
| */ | |
| void EffectParticle() | |
| { | |
| } | |
| /** | |
| \brief dtor | |
| */ | |
| void ~EffectParticle() | |
| { | |
| } | |
| /** | |
| \brief init | |
| */ | |
| override void InitEffect() | |
| { | |
| super.InitEffect(); | |
| // Would be neat, but since particles are often already playing | |
| // BEFORE they are even registered as the particle for the Effect | |
| // Better to just keep that one I guess.. | |
| // Event_OnStarted.Remove(Event_OnEffectStarted); | |
| // Will be called by the particle events | |
| Event_OnStopped.Remove(Event_OnEffectEnded); | |
| } | |
| /** | |
| \brief Override when getting debug information | |
| */ | |
| override string GetDebugName() | |
| { | |
| string identifier; | |
| if (GetParticle()) | |
| { | |
| identifier = GetParticle().GetDebugNameNative(); | |
| } | |
| else | |
| { | |
| identifier = "NO_PARTICLE"; | |
| } | |
| return string.Format("%1:%2:%3", super.GetDebugName(), m_ParticleID, identifier); | |
| } | |
| /** | |
| \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 | |
| */ | |
| override void ValidateStart() | |
| { | |
| if (!GetParticle()) | |
| { | |
| ErrorEx(string.Format("No Particle started playing, stopping EffectParticle: %1", GetDebugName()), ErrorExSeverity.WARNING); | |
| Stop(); | |
| } | |
| } | |
| /** \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 | |
| */ | |
| override EffectType GetEffectType() | |
| { | |
| return EffectType.PARTICLE; | |
| } | |
| /** | |
| \brief Check whether the Effect is EffectParticle without casting | |
| \return \p bool Whether the Effect is EffectParticle | |
| */ | |
| override bool IsParticle() | |
| { | |
| return true; | |
| } | |
| //@} | |
| /** \name Main particle | |
| Set or get the main particle which this Effect will manage | |
| */ | |
| //@{ | |
| /** | |
| \brief Sets the main particle which this Effect will manage | |
| \param p \p Particle Main particle which this Effect will manage | |
| */ | |
| void SetParticle(Particle p) | |
| { | |
| // Unregister the events on the old | |
| if (m_ParticleObj) | |
| { | |
| ParticleEvents ope = m_ParticleObj.GetEvents(); | |
| ope.Event_OnParticleStart.Remove(Event_OnEffectStarted); | |
| ope.Event_OnParticleStop.Remove(Event_OnEffectEnded); | |
| } | |
| // Assign the new main Particle | |
| m_ParticleObj = p; | |
| // Register the events on the new | |
| if (m_ParticleObj) | |
| { | |
| ParticleEvents npe = m_ParticleObj.GetEvents(); | |
| npe.Event_OnParticleStart.Insert(Event_OnEffectStarted); | |
| // We will use Stop instead of End, as old particles were destroyed when they stopped | |
| // And this system kinda relies on that | |
| npe.Event_OnParticleStop.Insert(Event_OnEffectEnded); | |
| } | |
| } | |
| /** | |
| \brief Gets the main particle which this Effect is managing | |
| \return \p Particle Main particle which this Effect is managing | |
| */ | |
| Particle GetParticle() | |
| { | |
| return m_ParticleObj; | |
| } | |
| //@} | |
| /** \name Playback | |
| * Methods to Play/Stop Effect | |
| * Generally, SEffectManager.Play methods are used instead of Start | |
| */ | |
| //@{ | |
| /** | |
| \brief Plays all elements this effect consists of | |
| \note Is called by SEffectManager.Play methods | |
| */ | |
| override void Start() | |
| { | |
| if (m_ParticleID > 0) | |
| { | |
| vector pos = GetPosition(); | |
| vector ori = GetOrientation(); | |
| if (m_ParentObject) | |
| { | |
| pos = GetLocalPosition(); | |
| ori = GetAttachedLocalOri(); | |
| } | |
| SetParticle(ParticleManager.GetInstance().CreateParticle(m_ParticleID, pos, true, GetParent(), ori, IsParticleRotationRelativeToWorld())); | |
| } | |
| super.Start(); | |
| } | |
| /** | |
| \brief Stops all elements this effect consists of | |
| \note Alternatively use SEffectManager.Stop( effect_id ) | |
| */ | |
| override void Stop() | |
| { | |
| if ( GetParticle() ) | |
| { | |
| GetParticle().Stop(); | |
| SetParticle(null); | |
| } | |
| super.Stop(); | |
| } | |
| //@} | |
| /** \name Attach | |
| Helper methods for attaching to prent | |
| */ | |
| //@{ | |
| /** | |
| \brief Read Particle.AddAsChild | |
| */ | |
| void AttachTo(Object obj, vector local_pos = "0 0 0", vector local_ori = "0 0 0", bool force_rotation_to_world = false) | |
| { | |
| // Update the cached variables... | |
| SetParent(obj); | |
| SetLocalPosition(local_pos); | |
| SetAttachedLocalOri(local_ori); | |
| ForceParticleRotationRelativeToWorld(force_rotation_to_world); | |
| // Now attach it | |
| AddAsChild(obj, local_pos, local_ori, force_rotation_to_world); | |
| } | |
| /** | |
| \brief Helper method to attach to parent using stored settings | |
| */ | |
| void ReAttach() | |
| { | |
| // Skip the updating, as we are going to reuse what was set before | |
| AddAsChild( GetParent(), GetLocalPosition(), GetAttachedLocalOri(), IsParticleRotationRelativeToWorld()); | |
| } | |
| /** | |
| \brief Helper method to attach to parent | |
| */ | |
| protected void AddAsChild(Object obj, vector local_pos, vector local_ori, bool force_rotation_to_world) | |
| { | |
| Particle p = GetParticle(); | |
| if (p) | |
| { | |
| p.AddAsChild(obj, local_pos, local_ori, force_rotation_to_world); | |
| } | |
| } | |
| //@} | |
| /** \name Events | |
| Various events that can be overriden for custom behaviour | |
| */ | |
| //@{ | |
| /** | |
| \brief Event which just simply exists (DEPRECATED) | |
| \warning Never called or used | |
| \note Use Event_OnStarted instead | |
| */ | |
| void Event_OnPlayStart() | |
| { | |
| } | |
| /** | |
| \brief Event which just simply exists (DEPRECATED) | |
| \warning Never called or used | |
| \note Use Event_OnStarted instead | |
| */ | |
| void Event_OnPlayStarted() | |
| { | |
| } | |
| //@} | |
| /** \name Generic API | |
| Setters and getters for generic data and properties | |
| */ | |
| //@{ | |
| /** | |
| \brief Sets the id of the particle to be used | |
| \note Only changes the cached variable, for immediate, use SetCurrentParticleID | |
| \param id \p int Particle ID registered in ParticleList | |
| */ | |
| void SetParticleID( int id ) | |
| { | |
| m_ParticleID = id; | |
| } | |
| /** | |
| \brief Gets the id of the particle to be used | |
| \warning Only gets the cached variable, for immediate effect use GetCurrent variant | |
| \return \p int Particle ID registered in ParticleList | |
| */ | |
| int GetParticleID() | |
| { | |
| return m_ParticleID; | |
| } | |
| /** | |
| \brief Sets the id of the particle to be used | |
| \note Particle will not update immediately, but ParticleSource will | |
| \param id \p int Particle ID registered in ParticleList | |
| */ | |
| void SetCurrentParticleID( int id ) | |
| { | |
| m_ParticleID = id; | |
| Particle p = GetParticle(); | |
| if (p) | |
| { | |
| p.SetSource(id); | |
| } | |
| } | |
| /** | |
| \brief Gets the current id of the managed Particle | |
| \return \p int Particle ID registered in ParticleList | |
| */ | |
| int GetCurrentParticleID() | |
| { | |
| Particle p = GetParticle(); | |
| if (p) | |
| { | |
| return p.GetParticleID(); | |
| } | |
| else | |
| { | |
| return ParticleList.INVALID; | |
| } | |
| } | |
| /** | |
| \brief Set current parent of the managed Particle | |
| \param parent_obj \p Object The parent for the Particle | |
| \param updateCached \p bool Whether to update the cached variable | |
| */ | |
| override void SetCurrentParent( Object parent_obj, bool updateCached = true ) | |
| { | |
| super.SetCurrentParent(parent_obj, updateCached); | |
| ReAttach(); | |
| } | |
| /** | |
| \brief Get the current parent of the managed Particle | |
| \return \p Object The currrent parent of the Particle | |
| */ | |
| override Object GetCurrentParent() | |
| { | |
| Particle p = GetParticle(); | |
| if (p) | |
| return Object.Cast(p.GetParent()); | |
| else | |
| return super.GetParent(); | |
| } | |
| /** | |
| \brief Set the current world position of the managed Particle | |
| \param pos \p vector The current world position for the Particle | |
| \param updateCached \p bool Whether to update the cached variable | |
| */ | |
| override void SetCurrentPosition( vector pos, bool updateCached = true ) | |
| { | |
| super.SetCurrentPosition(pos, updateCached); | |
| Particle p = GetParticle(); | |
| if (p) | |
| p.SetPosition(pos); | |
| } | |
| /** | |
| \brief Get the current world position of the managed Particle | |
| \return \p vector The current world position of the managed Particle | |
| */ | |
| override vector GetCurrentPosition() | |
| { | |
| Particle p = GetParticle(); | |
| if (p) | |
| return p.GetPosition(); | |
| else | |
| return super.GetPosition(); | |
| } | |
| /** | |
| \brief Set the current local position of the managed Particle | |
| \param pos \p vector The current local position for the managed Particle | |
| \param updateCached \p bool Whether to update the cached variable | |
| */ | |
| override void SetCurrentLocalPosition( vector pos, bool updateCached = true ) | |
| { | |
| super.SetCurrentLocalPosition(pos, updateCached); | |
| Particle p = GetParticle(); | |
| if (p) | |
| { | |
| Object parent = GetParent(); | |
| if (parent) | |
| ReAttach(); | |
| else | |
| p.SetPosition(pos); | |
| } | |
| } | |
| /** | |
| \brief Get the current local position of the managed Particle | |
| \return \p vector The current local position of the managed Particle | |
| */ | |
| override vector GetCurrentLocalPosition() | |
| { | |
| Particle p = GetParticle(); | |
| if (p) | |
| { | |
| Object parent = GetParent(); | |
| if (parent) | |
| return parent.WorldToModel(p.GetPosition()); | |
| else | |
| return p.GetPosition(); | |
| } | |
| else | |
| return super.GetLocalPosition(); | |
| } | |
| /** | |
| \brief Set orientation of the EffectParticle | |
| \warning Only sets the cached variable, for immediate effect use SetCurrent variant | |
| \param ori \p vector Orientation in degrees (yaw, pitch, roll) | |
| */ | |
| void SetOrientation( vector ori ) | |
| { | |
| m_Orientation = ori; | |
| } | |
| /** | |
| \brief Get the orientation of the EffectParticle | |
| \warning Only gets the cached variable, for immediate effect use GetCurrent variant | |
| \return \p vector The orientation of EffectParticle | |
| */ | |
| vector GetOrientation() | |
| { | |
| return m_Orientation; | |
| } | |
| /** | |
| \brief Set the current orientation of the managed Particle | |
| \param ori \p vector Orientation in degrees (yaw, pitch, roll) | |
| */ | |
| void SetCurrentOrientation( vector ori, bool updateCached = true ) | |
| { | |
| if ( updateCached) | |
| SetOrientation(ori); | |
| Particle p = GetParticle(); | |
| if (p) | |
| p.SetOrientation(ori); | |
| } | |
| /** | |
| \brief Get the current orientation of the managed Particle | |
| \return \p vector The current orientation of the managed Particle | |
| */ | |
| vector GetCurrentOrientation() | |
| { | |
| Particle p = GetParticle(); | |
| if (p) | |
| return p.GetOrientation(); | |
| else | |
| return vector.Zero; | |
| } | |
| /** | |
| \brief Set orientation setting to be used by the effect when the Effect starts | |
| \warning Only caches it into a variable to be used by Start, does not live update when called afterwards | |
| \note There is no way to update this immediately | |
| \param state \p bool Whether to keep WS orientation when attaching it to parent | |
| */ | |
| void ForceParticleRotationRelativeToWorld(bool state) | |
| { | |
| m_ForceRotationRelativeToWorld = state; | |
| } | |
| /** | |
| \brief Get the orientation setting to be used by the effect when the Effect starts | |
| \warning Only gets the cached variable, for immediate effect use IsParticleCurrentRotationRelativeToWorld | |
| \return \p bool Whether to keep WS orientation when attaching it to parent | |
| */ | |
| bool IsParticleRotationRelativeToWorld() | |
| { | |
| Particle p = GetParticle(); | |
| if (p) | |
| return p.IsHierarchyPositionOnly(); | |
| else | |
| return m_ForceRotationRelativeToWorld; | |
| } | |
| /** | |
| \brief Get the current orientation setting to be used by the managed Particle | |
| \return \p bool Whether the managed Particle is only updating position from parent | |
| */ | |
| bool IsParticleCurrentRotationRelativeToWorld() | |
| { | |
| Particle p = GetParticle(); | |
| if (p) | |
| return p.IsHierarchyPositionOnly(); | |
| else | |
| return false; | |
| } | |
| //@} | |
| /** \name DEPRECATED | |
| Methods which exist for backwards compatibility and are no longer in use or have never been in use | |
| */ | |
| //@{ | |
| /** | |
| \brief Was never called and probably should never be called | |
| \warning Emptied the functionality as it is relatively unsafe... | |
| */ | |
| void CheckLifeSpan() | |
| { | |
| /* | |
| if ( !m_ParticleObj ) | |
| { | |
| delete this; | |
| } | |
| OnCheckUpdate(); | |
| */ | |
| } | |
| void SetDecalOwner(Object o) | |
| { | |
| m_Object = o; | |
| } | |
| //@} | |
| } |