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