| class DayZIntroScene : Managed |
| { |
| protected ref IntroSceneCharacter m_Character; |
| protected Camera m_Camera; |
| protected vector m_CameraTrans[4]; |
| protected vector m_CharacterPos; |
| protected vector m_CharacterRot; |
| protected Weather m_Weather; |
| protected vector m_Target; |
|
|
| protected ref OptionsMenu m_OptionsMenu; |
|
|
| void DayZIntroScene() |
| { |
| string root_path = "cfgCharacterScenes " + g_Game.GetWorldName(); |
| |
| int count = g_Game.ConfigGetChildrenCount(root_path); |
| int index = Math.RandomInt(0, count - 1); |
| string childName; |
| g_Game.ConfigGetChildName(root_path, index, childName); |
| |
| string scene_path = root_path + " " + childName; |
| m_Target = SwapYZ(g_Game.ConfigGetVector(scene_path + " target")); |
| vector position = SwapYZ(g_Game.ConfigGetVector(scene_path + " position")); |
| TIntArray date = new TIntArray; |
| TFloatArray storm = new TFloatArray; |
| g_Game.ConfigGetIntArray(scene_path + " date", date); |
| float fov = g_Game.ConfigGetFloat(scene_path + " fov"); |
| float overcast = g_Game.ConfigGetFloat(scene_path + " overcast"); |
| float rain = g_Game.ConfigGetFloat(scene_path + " rain"); |
| float fog = g_Game.ConfigGetFloat(scene_path + " fog"); |
| float windspeed = -1; |
| if ( g_Game.ConfigIsExisting(scene_path + " windspeed") ) windspeed = g_Game.ConfigGetFloat(scene_path + " windspeed"); |
| g_Game.ConfigGetFloatArray(scene_path + " storm", storm); |
| |
| World world = g_Game.GetWorld(); |
| |
| if (world && date.Count() >= 5) |
| { |
| world.SetDate(date.Get(0), date.Get(1), date.Get(2), date.Get(3), date.Get(4)); |
| } |
| |
| GetGame().ObjectDelete( m_Camera ); |
| Class.CastTo(m_Camera, g_Game.CreateObject("staticcamera", SnapToGround(position), true)); |
| |
| Math3D.MatrixIdentity4(m_CameraTrans); |
| |
| if (m_Camera) |
| { |
| |
| m_Camera.LookAt(m_Target); |
| m_Camera.SetFOV(fov); |
| m_Camera.SetFocus(5.0, 0.0); |
| |
| m_Camera.SetActive(true); |
| |
| Math3D.DirectionAndUpMatrix(m_Target - SnapToGround(position), "0 1 0", m_CameraTrans); |
| m_CameraTrans[3] = m_Camera.GetPosition(); |
| m_CharacterPos = Vector(0.685547, -0.988281, 3.68823).Multiply4(m_CameraTrans); |
|
|
| float pos_x = m_CharacterPos[0]; |
| float pos_z = m_CharacterPos[2]; |
| float pos_y = GetGame().SurfaceY(pos_x, pos_z); |
| vector ground_demo_pos = Vector(pos_x, pos_y, pos_z); |
| m_CharacterPos = ground_demo_pos; |
|
|
| vector to_cam_dir = m_Camera.GetPosition() - m_CharacterPos; |
| m_CharacterRot[0] = Math.Atan2(to_cam_dir[0], to_cam_dir[2]) * Math.RAD2DEG; |
| } |
| |
| m_Weather = g_Game.GetWeather(); |
| m_Weather.GetOvercast().SetLimits( overcast, overcast ); |
| m_Weather.GetRain().SetLimits( rain, rain ); |
| m_Weather.GetFog().SetLimits( fog, fog ); |
| |
| m_Weather.GetOvercast().Set( overcast, 0, 0); |
| m_Weather.GetRain().Set( rain, 0, 0); |
| m_Weather.GetFog().Set( fog, 0, 0); |
| |
| if ( storm.Count() == 3 ) |
| { |
| m_Weather.SetStorm(storm.Get(0),storm.Get(1),storm.Get(2)); |
| } |
| |
| if ( windspeed != -1 ) |
| { |
| m_Weather.SetWindSpeed(windspeed); |
| m_Weather.SetWindMaximumSpeed(windspeed); |
| m_Weather.SetWindFunctionParams(1,1,1); |
| } |
| |
| m_Character = new IntroSceneCharacter(); |
| m_Character.LoadCharacterData(m_CharacterPos, m_CharacterRot); |
| |
| PPEffects.Init(); |
| |
| GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(SetInitPostprocesses); |
| } |
| |
| void ~DayZIntroScene() |
| { |
| if (PPEManagerStatic.GetPPEManager()) |
| PPEManagerStatic.GetPPEManager().StopAllEffects(PPERequesterCategory.ALL); |
| } |
| |
| |
| |
| |
| IntroSceneCharacter GetIntroCharacter() |
| { |
| return m_Character; |
| } |
| |
| |
| |
| |
| Camera GetIntroCamera() |
| { |
| return m_Camera; |
| } |
| |
| |
| |
| |
| void ResetIntroCamera() |
| { |
| if ( GetIntroCharacter().GetCharacterObj() ) |
| { |
| GetIntroCamera().LookAt( GetIntroCharacter().GetPosition() + Vector( 0, 1, 0 ) ); |
| |
| } |
| } |
| |
| |
| protected void SetInitPostprocesses() |
| { |
| PPERequesterBank.GetRequester(PPERequester_BurlapSackEffects).Stop(); |
| } |
| |
| protected void GetSelectedUserName() |
| { |
| string name; |
| BiosUserManager user_manager = GetGame().GetUserManager(); |
| if( user_manager ) |
| { |
| BiosUser user = user_manager.GetSelectedUser(); |
| if( user ) |
| { |
| g_Game.SetPlayerGameName( user.GetName() ); |
| return; |
| } |
| } |
| g_Game.SetPlayerGameName(GameConstants.DEFAULT_CHARACTER_NAME); |
| } |
| |
| |
| protected vector SwapYZ(vector vec) |
| { |
| vector tmp; |
| tmp[0] = vec[0]; |
| tmp[1] = vec[2]; |
| tmp[2] = vec[1]; |
| |
| return tmp; |
| } |
| |
| |
| protected vector SnapToGround(vector pos) |
| { |
| float pos_x = pos[0]; |
| float pos_z = pos[2]; |
| float pos_y = GetGame().SurfaceY(pos_x, pos_z); |
| vector tmp_pos = Vector(pos_x, pos_y, pos_z); |
| tmp_pos[1] = tmp_pos[1] + pos[1]; |
| |
| return tmp_pos; |
| } |
| }; |
|
|