entity_spell_system/Queued/ASDef_BSEntities/LocalPlayerAnimationController.cpp
2019-04-20 14:02:55 +02:00

126 lines
4.7 KiB
C++

#include "LocalPlayerAnimationController.h"
namespace BS {
namespace Player {
void LocalPlayerAnimationController::Start(){
this->movementRotationQuaternion = Quaternion::Euler((float)0, (float)45, (float)0);
this->owner = MonoBehaviour::GetComponent<WorldEntity>();
this->spellCastData = this->owner->SpellCastData;
this->spellCastData->COnCastStart += new SpellCastData::COnCastStartAction(DELEGATE_FUNC(LocalPlayerAnimationController::OnCastStarted, _1));
this->spellCastData->COnCastEnded += new SpellCastData::CONCastEndedAction(DELEGATE_FUNC(LocalPlayerAnimationController::OnCastEnded, _1));
this->spellCastData->COnCastFinished += new SpellCastData::CONCastFinishedAction(DELEGATE_FUNC(LocalPlayerAnimationController::OnCastFinished, _1));
this->spellCastData->COnCastFailed += new SpellCastData::CONCastFailedAction(DELEGATE_FUNC(LocalPlayerAnimationController::OnCastFailed, _1));
this->speedStat = this->owner->Stats->CSpeed;
this->weapon = CharacterWeaponDataTypes::Sword;
this->playerController = MonoBehaviour::GetComponent<PlayerController>();
}
void LocalPlayerAnimationController::Update()
{
if (this->animators == null) {
this->animators = MonoBehaviour::gameObject->GetComponentsInChildren<Animator>();
if (this->animators == null) {
return;
}
this->pgd = this->animators->GetData(0)->gameObject->GetComponent<Puppet2D_GlobalControl>();
for (int i = 0; i < this->animators->Length; i += 1) {
}
}
if (this->castingDirty) {
if (this->casting) {
for (int j = 0; j < this->animators->Length; j += 1) {
this->animators->GetData(j)->SetBool(new String("casting"), true);
this->castingDirty = false;
}
}
else {
for (int k = 0; k < this->animators->Length; k += 1) {
this->animators->GetData(k)->SetBool(new String("casting"), false);
this->castingDirty = false;
}
}
}
bool flag = false;
Vector3* vector = *(MonoBehaviour::transform->position) - *(this->lastpos);
vector = this->movementRotationQuaternion * *vector;
*vector *= this->speedStat->Current * (float)5;
this->lastpos = MonoBehaviour::transform->position;
this->v2mtmp->x = vector->x;
this->v2mtmp->y = vector->z;
bool arg_135_0 = this->moving;
if (vector->sqrMagnitude > (float)0.001) {
flag = true;
this->moving = true;
}
else {
this->moving = false;
}
for (int l = 0; l < this->animators->Length; l += 1) {
Animator* animator = this->animators->GetData(l);
animator->SetFloat(new String("x"), Mathf::Abs(this->v2mtmp->x) > Mathf::Abs(this->v2mtmp->y) ? this->v2mtmp->x : this->v2mtmp->y);
animator->SetFloat(new String("y"), this->v2mtmp->y);
animator->SetFloat(new String("Speed"), this->speedStat->Current / (float)3);
animator->SetBool(new String("moving"), this->moving);
if (this->moving) {
Vector3* localScale = animator->gameObject->transform->localScale;
if ((this->v2mtmp->x < (float)-0.0001) && !this->pgd->flip) {
this->pgd->flip = true;
}
if ((this->v2mtmp->x > (float)0.0001) && this->pgd->flip) {
this->pgd->flip = false;
}
animator->gameObject->transform->localScale = localScale;
}
if (flag) {
animator->SetFloat(new String("lastx"), this->v2mtmp->x);
animator->SetFloat(new String("lasty"), this->v2mtmp->y);
}
}
}
void LocalPlayerAnimationController::OnCastStarted(int spellId)
{
SoundMgr::PlaySoundAndForget(new String("SpellLoop"));
this->casting = true;
this->castingDirty = true;
}
void LocalPlayerAnimationController::OnCastEnded(int spellId)
{
SoundMgr::StopBus(new String("SpellLoop"));
this->casting = false;
this->castingDirty = true;
}
void LocalPlayerAnimationController::OnCastFailed(int spellId)
{
SoundMgr::PlaySoundAndForget(new String("SpellFail"));
}
void LocalPlayerAnimationController::OnCastFinished(int spellId)
{
for (int i = 0; i < this->animators->Length; i += 1) {
this->animators->GetData(i)->SetBool(new String("casting"), false);
if (this->moving && (this->weapon != CharacterWeaponDataTypes::Bow)) {
CharacterWeaponDataTypes arg_30_0 = this->weapon;
}
}
if (this->weapon == CharacterWeaponDataTypes::Bow) {
SoundMgr::PlaySoundAndForget(new String("Bow"));
}
else {
if (this->weapon == CharacterWeaponDataTypes::Sword) {
SoundMgr::PlaySoundAndForget(new String("MHit"));
}
else {
SoundMgr::PlaySoundAndForget(new String("SpellEnd"));
}
}
this->casting = false;
this->castingDirty = false;
}
void LocalPlayerAnimationController::TriggerAttack()
{
}
LocalPlayerAnimationController::LocalPlayerAnimationController()
{
lastpos = Vector3::zero;
}
}
}