| class HandStartHidingAnimated extends HandStartAction |
| { |
| void HandStartHidingAnimated(Man player = null, HandStateBase parent = null, WeaponActions action = WeaponActions.NONE, int actionType = -1) |
| { } |
|
|
| override void OnEntry(HandEventBase e) |
| { |
| super.OnEntry(e); |
| } |
|
|
| override void OnAbort(HandEventBase e) |
| { |
| super.OnAbort(e); |
| } |
|
|
| override void OnExit(HandEventBase e) |
| { |
| super.OnExit(e); |
| } |
| |
| override bool IsWaitingForActionFinish() { return m_ActionType == -1; } |
| }; |
|
|
| |
| |
| class HandAnimatedMoveToDst_W4T extends HandStartAction |
| { |
| ref InventoryLocation m_Dst; |
|
|
| override void OnEntry(HandEventBase e) |
| { |
| Man player = e.m_Player; |
| if (m_Dst && m_Dst.IsValid()) |
| { |
| EntityAI item = m_Dst.GetItem(); |
| InventoryLocation src = new InventoryLocation; |
| if (item.GetInventory().GetCurrentInventoryLocation(src)) |
| { |
| if (GameInventory.LocationCanMoveEntity(src, m_Dst)) |
| { |
| GameInventory.LocationSyncMoveEntity(src, m_Dst); |
| player.OnItemInHandsChanged(); |
| } |
| else |
| { |
| #ifdef DEVELOPER |
| if ( LogManager.IsInventoryHFSMLogEnable() ) |
| { |
| Debug.InventoryHFSMLog("[hndfsm] HandAnimatedMoveToDst_W4T - not allowed"); |
| } |
| #endif |
| } |
| } |
| else |
| Error("[hndfsm] " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " HandAnimatedMoveToDst_W4T - item " + item + " has no Inventory or Location, inv=" + item.GetInventory()); |
| } |
| else |
| Error("[hndfsm] HandAnimatedMoveToDst_W4T - event has no valid m_Dst"); |
|
|
| super.OnEntry(e); |
| } |
|
|
| override void OnAbort(HandEventBase e) |
| { |
| m_Dst = null; |
| super.OnAbort(e); |
| } |
|
|
| override void OnExit(HandEventBase e) |
| { |
| m_Dst = null; |
| super.OnExit(e); |
| } |
|
|
| override bool IsWaitingForActionFinish() { return true; } |
| }; |
|
|
| class HandAnimatedMovingToAtt extends HandStateBase |
| { |
| EntityAI m_Entity; |
|
|
| ref HandStartHidingAnimated m_Hide; |
| ref HandAnimatedMoveToDst_W4T m_Show; |
| |
| ref InventoryLocation m_ilEntity; |
|
|
| void HandAnimatedMovingToAtt(Man player = null, HandStateBase parent = null) |
| { |
| |
| m_Hide = new HandStartHidingAnimated(player, this, WeaponActions.HIDE, -1); |
| m_Show = new HandAnimatedMoveToDst_W4T(player, this, WeaponActions.SHOW, -1); |
|
|
| |
| HandEventBase _fin_ = new HandEventHumanCommandActionFinished; |
| HandEventBase _AEh_ = new HandAnimEventChanged; |
|
|
| m_FSM = new HandFSM(this); |
|
|
| m_FSM.AddTransition(new HandTransition( m_Hide, _AEh_, m_Show )); |
| m_FSM.AddTransition(new HandTransition( m_Show, _fin_, null )); |
| |
| m_FSM.SetInitialState(m_Hide); |
| } |
|
|
| override void OnEntry(HandEventBase e) |
| { |
| m_Entity = e.GetSrcEntity(); |
| HandEventMoveTo ev_move = HandEventMoveTo.Cast(e); |
| if (ev_move) |
| { |
| m_Show.m_Dst = ev_move.GetDst(); |
| m_Hide.m_ActionType = ev_move.GetAnimationID(); |
| m_Show.m_ActionType = ev_move.GetAnimationID(); |
| |
| m_ilEntity = m_Show.m_Dst; |
| |
| e.m_Player.GetHumanInventory().AddInventoryReservationEx(m_Entity, m_ilEntity, GameInventory.c_InventoryReservationTimeoutShortMS); |
| } |
| |
| super.OnEntry(e); |
| } |
|
|
| override void OnAbort(HandEventBase e) |
| { |
| if ( !GetGame().IsDedicatedServer()) |
| { |
| e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Entity, m_ilEntity); |
| } |
| else |
| { |
| GetGame().ClearJunctureEx(e.m_Player, m_Entity); |
| } |
| |
| m_Entity = null; |
| m_ilEntity = null; |
| |
| super.OnAbort(e); |
| } |
|
|
| override void OnExit(HandEventBase e) |
| { |
| if ( !GetGame().IsDedicatedServer()) |
| { |
| e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Entity, m_ilEntity); |
| } |
| |
| m_Entity = null; |
| m_ilEntity = null; |
| |
| super.OnExit(e); |
| } |
| }; |
|
|
|
|
|
|