DayZ_Scripts / scripts /5_Mission /DayZ /mission /GameplayEffectWidgets /GEWidgetsMetaDataBleeding.c
| //! Manages all bleeding indicators and their updates | |
| class GameplayEffectsDataBleeding extends GameplayEffectsData | |
| { | |
| protected bool m_Initialized; //tied to initialization of 'BleedingSourcesManagerBase' on player object, skips updates until ready, even when formally active | |
| protected bool m_Visible; //overall visibility | |
| protected ref map<int,ref BleedingIndicator> m_RegisteredInstances; | |
| protected ref array<int> m_CleanupQueue; | |
| protected ref array<int> m_RunningIndicators; | |
| protected int m_LastDropIdx; | |
| protected int m_ImageWidgetCount; //number of available blood drop image widgets | |
| protected ref map<int,ref array<float>> m_ProbabilityMap; | |
| protected ref array<Widget> m_PositioningFramesArray; | |
| protected Widget m_BloodDropsFrame; | |
| protected int m_LastPositionFrameUsed; | |
| void GameplayEffectsDataBleeding(array<ref Widget> input, int type, int user_override = -1) | |
| { | |
| m_RegisteredInstances = new map<int,ref BleedingIndicator>; | |
| m_CleanupQueue = new array<int>; | |
| m_RunningIndicators = new array<int>; | |
| m_Initialized = false; | |
| } | |
| override void Init(array<ref Widget> input, int type, Widget layout_root, int user_override = -1) | |
| { | |
| super.Init(input, type, layout_root, user_override); | |
| m_WidgetArray.ShuffleArray(); //shuffles order of the widgets on every init | |
| m_ImageWidgetCount = m_WidgetArray.Count(); | |
| m_BloodDropsFrame = m_LayoutRoot.FindAnyWidgetById(EffectWidgetsTypes.BLEEDING_LAYER); | |
| m_Visible = g_Game.GetProfileOption(EDayZProfilesOptions.BLEEDINGINDICATION); | |
| m_BloodDropsFrame.Show(m_Visible); | |
| m_LastDropIdx = -1; | |
| m_LastPositionFrameUsed = -1; | |
| BuildProbabilityData(BleedingIndicationConstants.INDICATOR_SEVERITY_LOW,BleedingIndicationConstants.SEQUENCE_DROP_AVERAGE_LOW); | |
| BuildProbabilityData(BleedingIndicationConstants.INDICATOR_SEVERITY_MEDIUM,BleedingIndicationConstants.SEQUENCE_DROP_AVERAGE_MEDIUM); | |
| BuildProbabilityData(BleedingIndicationConstants.INDICATOR_SEVERITY_HIGH,BleedingIndicationConstants.SEQUENCE_DROP_AVERAGE_HIGH); | |
| BuildPositioningData(); | |
| } | |
| override bool HasDefinedHandle() | |
| { | |
| return true; | |
| } | |
| override bool DataInitialized() | |
| { | |
| return m_Initialized; | |
| } | |
| override void RegisterData(Param p) | |
| { | |
| if (m_Initialized) | |
| { | |
| ErrorEx("" + this + " is already initialized, further registration not possible!"); | |
| Debug.Log("ERROR: " + this + " is already initialized, further registration not possible!"); | |
| return; | |
| } | |
| //<finish registration,bit,flow_modifier> | |
| Param3<bool,int,float> par; | |
| if (Class.CastTo(par,p)) | |
| { | |
| if (par.param1 == true) //finish registration | |
| { | |
| m_Initialized = true; | |
| return; | |
| } | |
| RegisterBleedingIndicatorInstance(par.param2,par.param3); | |
| } | |
| } | |
| void RegisterBleedingIndicatorInstance(int bit, float flow_modifier) | |
| { | |
| int severity = CalculateSeverity(flow_modifier); | |
| BleedingIndicator indicator = new BleedingIndicator(bit,severity,this); //source_ID == bit for the purpose of pairing | |
| m_RegisteredInstances.Set(bit,indicator); | |
| } | |
| void SpawnBleedingIndicator(int source_ID, vector position) | |
| { | |
| if (m_RunningIndicators.Find(source_ID) != -1) | |
| { | |
| return; | |
| } | |
| BleedingIndicator indicator = m_RegisteredInstances.Get(source_ID); | |
| //indicator.InitIndicator(position); //would be nice if we could pair the indicator position to the hit position that caused the bleeding, wouldn't it | |
| indicator.InitIndicator(GenerateSequenceRandomPosition()); | |
| m_RunningIndicators.Insert(source_ID); | |
| } | |
| int CalculateSeverity(float flow_modifier) | |
| { | |
| switch (flow_modifier) | |
| { | |
| case PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_LOW: | |
| return BleedingIndicationConstants.INDICATOR_SEVERITY_LOW; | |
| case PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM: | |
| return BleedingIndicationConstants.INDICATOR_SEVERITY_MEDIUM; | |
| case PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_HIGH: | |
| return BleedingIndicationConstants.INDICATOR_SEVERITY_HIGH; | |
| } | |
| return BleedingIndicationConstants.INDICATOR_SEVERITY_LOW; | |
| } | |
| ImageWidget GetNextDropImage() | |
| { | |
| m_LastDropIdx++; | |
| if (m_LastDropIdx > (m_ImageWidgetCount - 1)) | |
| { | |
| m_LastDropIdx = 0; | |
| } | |
| return ImageWidget.Cast(m_WidgetArray[m_LastDropIdx]); | |
| } | |
| void StopBleedingIndicator(int source_ID, bool instant = false) | |
| { | |
| m_RegisteredInstances.Get(source_ID).StopIndicator(instant); //stop queued, evaluated on update! | |
| } | |
| void UpdateBleedingIndicators(float timeSlice) | |
| { | |
| BleedingIndicator bib; | |
| for (int i = 0; i < m_RunningIndicators.Count(); i++) | |
| { | |
| bib = m_RegisteredInstances.Get(m_RunningIndicators[i]); | |
| bib.Update(timeSlice); | |
| if ( bib.GetEndNow() ) | |
| { | |
| m_CleanupQueue.Insert(m_RunningIndicators[i]); | |
| } | |
| } | |
| } | |
| void CleanupBleedingIndicators() | |
| { | |
| for (int i = 0; i < m_CleanupQueue.Count(); i++) | |
| { | |
| m_RunningIndicators.RemoveItem(m_CleanupQueue[i]); | |
| } | |
| m_CleanupQueue.Clear(); | |
| } | |
| override void Update(float timeSlice = 0, Param p = null, int handle = -1) | |
| { | |
| //starts or ends a bleeding indicator | |
| if (p) | |
| { | |
| //start/stop of the indicator | |
| //<state,bit,position,immediate> | |
| Param4<bool,int,vector,bool> par; | |
| //hide/show of bleeding effect visuals | |
| //<state> | |
| Param1<bool> parShow; | |
| if (Class.CastTo(par,p)) | |
| { | |
| bool state = par.param1; | |
| if (state) //queue add indicator | |
| { | |
| SpawnBleedingIndicator(par.param2,par.param3); | |
| } | |
| else //queue stop indicator | |
| { | |
| StopBleedingIndicator(par.param2,par.param4); | |
| } | |
| } | |
| else if (Class.CastTo(parShow,p) && m_Visible != parShow.param1) | |
| { | |
| m_Visible = parShow.param1; | |
| m_BloodDropsFrame.Show(m_Visible); | |
| } | |
| } | |
| //updates bleeding indicators | |
| UpdateBleedingIndicators(timeSlice); | |
| CleanupBleedingIndicators(); | |
| if (m_RunningIndicators.Count() <= 0) | |
| { | |
| GetGame().GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.BLEEDING_LAYER}); | |
| m_WidgetArray.ShuffleArray(); | |
| } | |
| } | |
| override void UpdateVisibility(bool state) | |
| { | |
| m_Visible = g_Game.GetProfileOption(EDayZProfilesOptions.BLEEDINGINDICATION); //ugh | |
| //manage layout visibility | |
| Widget w = m_BloodDropsFrame; | |
| while (w && w != m_LayoutRoot && m_Visible == state && w.IsVisibleHierarchy() != state) | |
| { | |
| w.Show(state); | |
| w = w.GetParent(); | |
| } | |
| } | |
| //! stops and re-sets indicators and images even out of sequence. Should still be tied to the 'player' update, though! | |
| override void ForceStop() | |
| { | |
| super.ForceStop(); | |
| foreach (int i: m_RunningIndicators) | |
| { | |
| m_RegisteredInstances.Get(i).StopIndicator(true); | |
| } | |
| Update(); | |
| } | |
| void BuildProbabilityData(int severity, float frequency) | |
| { | |
| if (!m_ProbabilityMap) | |
| { | |
| m_ProbabilityMap = new map<int,ref array<float>>; | |
| } | |
| array<float> probabilities = new array<float>; | |
| for (int i = 0; i < BleedingIndicationConstants.SEQUENCE_STEPS; i++) | |
| { | |
| probabilities.Insert(Math.Poisson(frequency,i)); | |
| } | |
| m_ProbabilityMap.Insert(severity,probabilities); | |
| } | |
| array<float> GetProbabilities(int severity) | |
| { | |
| array<float> ret = m_ProbabilityMap.Get(severity); | |
| if (!ret) | |
| { | |
| ErrorEx("No defined data for the selected severity!"); | |
| } | |
| return ret; | |
| } | |
| void BuildPositioningData() | |
| { | |
| Widget frameParent = m_LayoutRoot.FindAnyWidget("PoisitioningFrames"); | |
| if (frameParent) | |
| { | |
| if (!m_PositioningFramesArray) | |
| { | |
| m_PositioningFramesArray = new array<Widget>; | |
| } | |
| Widget frame = frameParent.GetChildren(); | |
| while (frame) | |
| { | |
| m_PositioningFramesArray.Insert(frame); | |
| frame = frame.GetSibling(); | |
| } | |
| } | |
| } | |
| vector GenerateSequenceRandomPosition() | |
| { | |
| if (m_PositioningFramesArray) | |
| { | |
| int arrayCount = m_PositioningFramesArray.Count(); | |
| int index = Math.RandomInt(0,arrayCount); | |
| if (index == m_LastPositionFrameUsed) | |
| { | |
| index++; | |
| if (index >= arrayCount) | |
| { | |
| index = 0; | |
| } | |
| } | |
| Widget frame = m_PositioningFramesArray[index]; | |
| m_LastPositionFrameUsed = index; | |
| if (frame) | |
| { | |
| int screenX,screenY; | |
| float x,y,x_size,y_size; | |
| frame.GetScreenPos(x,y); | |
| frame.GetScreenSize(x_size,y_size); | |
| x = Math.RandomFloatInclusive(x,x+x_size); | |
| y = Math.RandomFloatInclusive(y,y+y_size); | |
| return Vector(x,y,0); | |
| } | |
| } | |
| return vector.Zero; | |
| } | |
| } |