|
|
|
|
| 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); |
| } |
| |
| |
| 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(); |
| } |
| |
| |
| void FinalizePositionCalculation(){} |
| void SetIndicatorRotation(float timeslice = -1.0){} |
| |
| void SetIndicatorPositon(float timeslice = -1.0) |
| { |
| m_LayoutRoot.SetPos(m_PosX,m_PosY,true); |
| } |
| |
| |
| |
| |
| 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; |
| static float m_DistanceAdjust; |
| static int m_RotationOverride; |
| static float m_Scatter; |
| |
| |
| 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; |
| } |
| } |