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class HitDirectionEffectBase
{
const float DURATION_COEF_MIN = 0.6;
const float INTENSITY_MIN = 0.6;
float m_HitDirection;
float m_Duration;
float m_BreakPoint;
float m_TimeActive;
float m_IntensityMax;
Widget m_LayoutRoot;
Widget m_Image;
DayZPlayer m_Player;
bool m_Initialized;
int m_SizeXEnf;
int m_SizeYEnf;
float m_PosX;
float m_PosY;
float m_PosXScreenEdge;
float m_PosYScreenEdge;
float m_AngleRad;
float m_AngleRadPrev;
float m_SmoothVel[1];
ref HitDirectionImagesBase m_ImageData;
void HitDirectionEffectBase()
{
m_Initialized = false;
m_PosX = 0.0;
m_PosY = 0.0;
m_AngleRad = 0.0;
m_SmoothVel[0] = 0.0;
m_ImageData = GetImageData();
m_ImageData.GetCurrentImageData(m_LayoutRoot,m_Image);
}
//! Called manually after object spawn
void Init(DayZPlayer player, float hit_direction, float intensity_max)
{
m_Player = player;
float duration_coef = Math.Clamp(intensity_max,DURATION_COEF_MIN,1);
m_IntensityMax = Math.Clamp(intensity_max,INTENSITY_MIN,1);
m_Duration = m_DurationMax * duration_coef;
m_BreakPoint = Math.Clamp(m_BreakPointBase * m_Duration,0,m_Duration);
m_Scatter = Math.Clamp(m_Scatter,0.0,180.0);
m_HitDirection = hit_direction + (Math.RandomFloatInclusive(0,m_Scatter) * Math.Pow(-1.0,Math.RandomIntInclusive(0,1)));
Widget w = m_LayoutRoot;
w = w.GetChildren();
while (w)
{
w.Show(m_Image == w);
w = w.GetSibling();
}
m_Image.SetColor(m_Color);
m_LayoutRoot.Show(true);
CalculateArrowPosition();
SetIndicatorRotation();
SetIndicatorPositon();
m_Initialized = true;
}
HitDirectionImagesBase GetImageData(){}
void ~HitDirectionEffectBase()
{
m_LayoutRoot.Show(false);
delete m_LayoutRoot;
}
bool DurationCheck()
{
if ( m_TimeActive >= m_Duration )
{
return true;
}
return false;
}
void Update( float timeslice )
{
float intensity;
if ( m_TimeActive <= m_BreakPoint )
{
intensity = m_IntensityMax;
}
else
{
float tmp_value = Math.InverseLerp(m_BreakPoint, m_Duration, m_TimeActive);
intensity = Math.Lerp(m_IntensityMax,0.0,tmp_value);
}
m_TimeActive += timeslice;
intensity = Math.Clamp(intensity,0,1);
if ( m_TimeActive >= m_Duration )
{
m_LayoutRoot.Show(false);
}
else
{
m_LayoutRoot.SetAlpha(intensity);
if ( m_Mode == HitDirectionModes.DYNAMIC )
{
CalculateArrowPosition(timeslice);
SetIndicatorPositon(timeslice);
SetIndicatorRotation(timeslice);
}
}
}
void CalculateArrowPosition(float timeslice = -1.0)
{
m_HitDirection = Math.NormalizeAngle(m_HitDirection);
float angle_direction = m_Player.GetOrientation()[0];
angle_direction = Math.NormalizeAngle(angle_direction);
float camera_angle = GetGame().GetCurrentCameraDirection().VectorToAngles()[0];
camera_angle = Math.NormalizeAngle(camera_angle);
float angle_camera_diff = angle_direction - camera_angle;
m_AngleRad = m_HitDirection + angle_camera_diff;
m_AngleRad = Math.NormalizeAngle(m_AngleRad);
m_AngleRad = m_AngleRad * Math.DEG2RAD;
m_PosX = 0.0;
m_PosY = 0.0;
GetScreenSize(m_SizeXEnf,m_SizeYEnf);
if ( m_Initialized && timeslice != -1.0 )
{
float val = m_AngleRadPrev - m_AngleRad + Math.PI;
val = Math.ModFloat(val, Math.PI2);
val -= Math.PI;
m_AngleRad = m_AngleRadPrev - Math.SmoothCD(0, val, m_SmoothVel, 0.1, 1000, timeslice);
}
m_AngleRadPrev = m_AngleRad;
m_PosXScreenEdge = Math.Clamp(Math.Sin(m_AngleRad)/Math.Sin(Math.PI/4),-1,1) * ( m_SizeXEnf/2 + m_DistanceAdjust * m_SizeXEnf);
m_PosYScreenEdge = Math.Clamp(-1 * Math.Cos(m_AngleRad)/Math.Cos(Math.PI/4),-1,1) * ( m_SizeYEnf/2 + m_DistanceAdjust * m_SizeYEnf);
FinalizePositionCalculation();
}
//! specific handling on individual indicator type
void FinalizePositionCalculation(){}
void SetIndicatorRotation(float timeslice = -1.0){}
void SetIndicatorPositon(float timeslice = -1.0)
{
m_LayoutRoot.SetPos(m_PosX,m_PosY,true);
}
//-----------------------------------------------------------------------
//Static stuff below
//-----------------------------------------------------------------------
static bool m_ServerOverrideEnabled;
static int m_Mode;
static int m_ID;
static int m_Color;
static protected typename m_Type;
static float m_DurationMax;
static float m_BreakPointBase; //! range 0..1, a point where the fading starts
static float m_DistanceAdjust;
static int m_RotationOverride;
static float m_Scatter; //! range 0..180, randomized offset of direction to make it less acurate
//!sets override values, or defaults
static void CheckValues()
{
m_ServerOverrideEnabled = CfgGameplayHandler.GetHitIndicationOverrideEnabled();
if (m_ServerOverrideEnabled)
{
m_Mode = CfgGameplayHandler.GetHitIndicationMode();
m_ID = CfgGameplayHandler.GetHitIndicationTypeID();
m_Color = CfgGameplayHandler.GetHitIndicationIndicatorColor();
m_DurationMax = CfgGameplayHandler.GetHitIndicationMaxDuration();
m_BreakPointBase = CfgGameplayHandler.GetHitIndicationBreakPoint();
m_Scatter = CfgGameplayHandler.GetHitIndicationScatter();
}
else
{
m_Mode = HitDirectionModes.STATIC;
m_ID = HitIndicatorType.SPLASH;
m_Color = HitDirectionConstants.COLOR_DEFAULT;
m_DurationMax = HitDirectionConstants.DURATION_BASE;
m_BreakPointBase = HitDirectionConstants.BREAKPOINT_BASE;
m_Scatter = HitDirectionConstants.SCATTER;
}
m_DistanceAdjust = HitDirectionConstants.DISTANCE_ADJUST;
m_RotationOverride = HitDirectionConstants.ROTATION_DEFAULT;
}
static typename GetCurrentType()
{
switch (m_ID)
{
case HitIndicatorType.SPLASH:
m_Type = HitDirectionEffectSplash;
break;
case HitIndicatorType.SPIKE:
m_Type = HitDirectionEffectSpike;
break;
case HitIndicatorType.ARROW:
m_Type = HitDirectionEffectArrow;
break;
default:
ErrorEx("Unknown HitDirection mode, using HitIndicatorType.SPLASH",ErrorExSeverity.INFO);
m_Type = HitDirectionEffectSplash;
break;
}
return m_Type;
}
}