mirror of
https://github.com/Relintai/entity_spell_system.git
synced 2025-02-22 17:18:12 +01:00
111 lines
3.9 KiB
C++
111 lines
3.9 KiB
C++
#include "OldLocalPlayerAnimationController.h"
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namespace BS {
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namespace Player {
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void OldLocalPlayerAnimationController::Start(){
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this->owner = MonoBehaviour::GetComponent<WorldEntity>();
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this->rPlayer = ReInput::players->GetPlayer(0);
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this->spellCastData = this->owner->SpellCastData;
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this->spellCastData->COnCastStart += new SpellCastData::COnCastStartAction(DELEGATE_FUNC(OldLocalPlayerAnimationController::OnCastStarted, _1));
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this->spellCastData->COnCastEnded += new SpellCastData::CONCastEndedAction(DELEGATE_FUNC(OldLocalPlayerAnimationController::OnCastEnded, _1));
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this->spellCastData->COnCastFinished += new SpellCastData::CONCastFinishedAction(DELEGATE_FUNC(OldLocalPlayerAnimationController::OnCastFinished, _1));
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this->spellCastData->COnCastFailed += new SpellCastData::CONCastFailedAction(DELEGATE_FUNC(OldLocalPlayerAnimationController::OnCastFailed, _1));
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this->weapon = CharacterWeaponDataTypes::Sword;
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this->weaponTypeAsInt = 1;
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}
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void OldLocalPlayerAnimationController::Update()
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{
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if (this->animators == null) {
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this->animators = MonoBehaviour::gameObject->GetComponentsInChildren<Animator>();
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if (this->animators == null) {
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return;
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}
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for (int i = 0; i < this->animators->Length; i += 1) {
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this->animators->GetData(i)->SetInteger(new String("weapontype"), this->weaponTypeAsInt);
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}
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}
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if (this->castingDirty) {
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if (this->casting) {
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for (int j = 0; j < this->animators->Length; j += 1) {
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this->animators->GetData(j)->SetBool(new String("casting"), true);
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this->castingDirty = false;
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}
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}
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else {
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for (int k = 0; k < this->animators->Length; k += 1) {
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this->animators->GetData(k)->SetBool(new String("casting"), false);
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this->castingDirty = false;
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}
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}
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}
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this->v2mtmp->Set(this->rPlayer->GetAxisRaw(new String("Move Horizontal")), this->rPlayer->GetAxisRaw(new String("Move Vertical")));
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bool flag = false;
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if (this->v2mtmp->sqrMagnitude > (float)0.2) {
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flag = true;
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this->moving = true;
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}
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else {
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this->moving = false;
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}
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for (int l = 0; l < this->animators->Length; l += 1) {
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Animator* animator = this->animators->GetData(l);
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animator->SetFloat(new String("x"), this->v2mtmp->x);
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animator->SetFloat(new String("y"), this->v2mtmp->y);
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if (flag) {
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animator->SetFloat(new String("lastx"), this->v2mtmp->x);
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animator->SetFloat(new String("lasty"), this->v2mtmp->y);
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}
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}
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}
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void OldLocalPlayerAnimationController::OnCastStarted(int spellId)
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{
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SoundMgr::PlaySoundAndForget(new String("SpellLoop"));
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this->casting = true;
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this->castingDirty = true;
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}
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void OldLocalPlayerAnimationController::OnCastEnded(int spellId)
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{
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SoundMgr::StopBus(new String("SpellLoop"));
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this->casting = false;
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this->castingDirty = true;
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}
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void OldLocalPlayerAnimationController::OnCastFailed(int spellId)
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{
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SoundMgr::PlaySoundAndForget(new String("SpellFail"));
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}
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void OldLocalPlayerAnimationController::OnCastFinished(int spellId)
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{
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for (int i = 0; i < this->animators->Length; i += 1) {
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Animator* animator = this->animators->GetData(i);
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animator->SetBool(new String("casting"), false);
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if (this->moving) {
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if (this->weapon == CharacterWeaponDataTypes::Bow) {
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animator->SetTrigger(new String("Shoot"));
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}
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else {
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if (this->weapon == CharacterWeaponDataTypes::Sword) {
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animator->SetTrigger(new String("Swing"));
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}
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}
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}
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}
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if (this->weapon == CharacterWeaponDataTypes::Bow) {
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SoundMgr::PlaySoundAndForget(new String("Bow"));
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}
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else {
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if (this->weapon == CharacterWeaponDataTypes::Sword) {
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SoundMgr::PlaySoundAndForget(new String("MHit"));
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}
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else {
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SoundMgr::PlaySoundAndForget(new String("SpellEnd"));
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}
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}
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this->casting = false;
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this->castingDirty = false;
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}
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void OldLocalPlayerAnimationController::TriggerAttack()
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{
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}
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}
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}
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