mirror of
https://github.com/Relintai/entity_spell_system.git
synced 2025-02-22 17:18:12 +01:00
265 lines
9.9 KiB
C++
265 lines
9.9 KiB
C++
#include "VoxelNetworkedPlayerAnimationController.h"
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namespace BS {
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namespace Player {
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float VoxelNetworkedPlayerAnimationController::getMaxAnimationSpeed(){
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return this->maxAnimationSpeed;
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}
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void VoxelNetworkedPlayerAnimationController::setMaxAnimationSpeed(float value)
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{
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this->maxAnimationSpeed = value;
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}
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float VoxelNetworkedPlayerAnimationController::getRunSpeedMultiplier()
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{
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return this->runSpeedMultiplier;
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}
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void VoxelNetworkedPlayerAnimationController::setRunSpeedMultiplier(float value)
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{
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this->runSpeedMultiplier = value;
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}
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void VoxelNetworkedPlayerAnimationController::Start()
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{
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this->we = MonoBehaviour::GetComponent<WorldEntity>();
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this->spellCastData = this->we->SpellCastData;
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this->spellCastData->COnCastStart += new SpellCastData::COnCastStartAction(DELEGATE_FUNC(VoxelNetworkedPlayerAnimationController::OnCastStarted, _1));
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this->spellCastData->COnCastEnded += new SpellCastData::CONCastEndedAction(DELEGATE_FUNC(VoxelNetworkedPlayerAnimationController::OnCastEnded, _1));
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this->spellCastData->COnCastFinished += new SpellCastData::CONCastFinishedAction(DELEGATE_FUNC(VoxelNetworkedPlayerAnimationController::OnCastFinished, _1));
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this->spellCastData->COnCastFailed += new SpellCastData::CONCastFailedAction(DELEGATE_FUNC(VoxelNetworkedPlayerAnimationController::OnCastFailed, _1));
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this->statComponent = this->we->Stats;
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this->statComponent->OnDeath += new Stats::OnDeathAction(DELEGATE_FUNC(VoxelNetworkedPlayerAnimationController::OnDied));
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this->stateComponent = this->we->StateComponent;
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this->stateComponent->COnStateChanged += new StateComponent::COnStateChangedAction(DELEGATE_FUNC(VoxelNetworkedPlayerAnimationController::COnStateChanged));
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this->pd = this->we->PlayerData;
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Entity::RegisterOnLocalPlayerChange(new Entity::OnLocalPlayerChangedAction(this->LocalPlayerChanged));
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this->pd->OnWeaponChanged += new PlayerData::OnWeapomChangedAction(DELEGATE_FUNC(VoxelNetworkedPlayerAnimationController::OnWeaponChanged, _1));
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DELEGATE_INVOKE(this->OnWeaponChanged, this->pd->weaponData);
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this->t = MonoBehaviour::transform;
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}
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void VoxelNetworkedPlayerAnimationController::Update()
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{
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if (this->lptr == null) {
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return;
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}
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if (!this->umaGenerated) {
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this->tmp->Set(this->lptr->position->x, this->lptr->position->z);
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this->v2mtmp->Set(this->t->position->x, this->t->position->z);
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if (Vector2::Distance(this->tmp, this->v2mtmp) < this->umaGenerateDistance) {
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this->umaGenerated = true;
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ModelMaker* component = MonoBehaviour::GetComponent<ModelMaker>();
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if (component != null) {
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component->addOnModelChanged(new ModelMaker::ModelChangedAction(DELEGATE_FUNC(VoxelNetworkedPlayerAnimationController::OnUMAChanged, _1)));
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component->Generate();
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}
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}
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}
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if (this->animatorGameObjectFound && !this->animatorsEnabled) {
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this->framesSinceLastCheck += 1;
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if (this->framesSinceLastCheck > 15) {
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this->framesSinceLastCheck = 0;
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this->tmp->Set(this->lptr->position->x, this->lptr->position->z);
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this->v2mtmp->Set(this->t->position->x, this->t->position->z);
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if (Vector2::Distance(this->tmp, this->v2mtmp) < this->switchDistance) {
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this->animatorsEnabled = true;
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this->animatorgameObject->SetActive(true);
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DELEGATE_INVOKE(this->OnWeaponChanged, this->itemData);
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}
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}
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return;
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}
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if ((this->animatorGameObjectFound && this->animatorsEnabled) && (this->framesSinceLastCheck > 0)) {
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this->framesSinceLastCheck += 1;
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if (this->framesSinceLastCheck > 15) {
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this->framesSinceLastCheck = 0;
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this->tmp->Set(this->lptr->position->x, this->lptr->position->z);
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this->v2mtmp->Set(this->t->position->x, this->t->position->z);
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if (Vector2::Distance(this->tmp, this->v2mtmp) > this->switchDistance) {
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this->animatorsEnabled = false;
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this->animatorgameObject->SetActive(false);
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return;
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}
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}
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}
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if (this->framesSinceLastCheck == 0) {
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this->framesSinceLastCheck += 1;
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}
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if (this->animator == null) {
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this->animator = MonoBehaviour::gameObject->GetComponentInChildren<Animator>();
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if (this->animator == null) {
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return;
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}
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if (!this->animator->isInitialized) {
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return;
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}
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this->animatorGameObjectFound = true;
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this->animatorgameObject = this->animator->gameObject;
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this->animatorgameObject->transform->localPosition = this->localPosition;
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this->lastpostmp->Set(this->t->position->x, this->t->position->y, this->t->position->z);
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this->animator->applyRootMotion = false;
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}
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if (this->speed == null) {
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this->speed = this->statComponent->CSpeed;
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}
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if (!this->animatorsEnabled) {
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return;
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}
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if (this->castingDirty) {
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if (this->casting) {
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this->animator->SetBool(new String("Cast"), true);
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this->castingDirty = false;
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}
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else {
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this->animator->SetBool(new String("Cast"), false);
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this->castingDirty = false;
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}
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}
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this->v3tmp->Set(this->t->position->x, this->t->position->y, this->t->position->z);
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this->v3tmp -= this->lastpostmp;
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float expr_3D1 = this->v3tmp->magnitude;
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if (expr_3D1 > (float)5E-05) {
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if (!this->moving) {
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this->moving = true;
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this->movingchanged = true;
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}
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if (this->movestopQueued) {
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this->movestopQueued = false;
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this->timeSinceQueue = (float)0;
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}
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this->v3tmp->Normalize();
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}
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else {
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if (this->moving && !this->movestopQueued) {
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this->movestopQueued = true;
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this->timeSinceQueue = (float)0;
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}
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}
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if (this->movestopQueued) {
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this->timeSinceQueue += Time::deltaTime;
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this->v3tmp->Set(this->v3tmp2->x, this->v3tmp2->y, this->v3tmp2->z);
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this->moving = true;
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if (this->timeSinceQueue > (float)0.2) {
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this->movestopQueued = false;
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this->moving = false;
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this->movingchanged = true;
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this->timeSinceQueue = (float)0;
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}
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}
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if (this->movingchanged) {
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this->animator->SetBool(new String("Moving"), this->moving);
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}
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this->animator->SetFloat(new String("RunSpeed"), (float)1);
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if (this->speed->Current > (float)4.5) {
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this->animator->SetFloat(new String("RunSpeedMultiplier"), ((float)4.5 + ((this->speed->Current - (float)4.5) * (float)0.33)) / (float)4.5);
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}
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else {
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this->animator->SetFloat(new String("RunSpeedMultiplier"), this->speed->Current / (float)4.5);
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}
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if (Vector3::Distance(this->animator->gameObject->transform->localPosition, this->localPosition) > (float)0.2) {
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this->animator->gameObject->transform->localPosition = this->localPosition;
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}
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if (expr_3D1 > (float)5E-05) {
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Vector3* view = new Vector3(this->v3tmp->x, (float)0, this->v3tmp->z);
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view->Normalize();
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this->fq->SetLookRotation(view, Vector3::up);
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this->animator->gameObject->transform->localRotation = this->fq;
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}
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this->lastpostmp->Set(this->t->position->x, this->t->position->y, this->t->position->z);
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}
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void VoxelNetworkedPlayerAnimationController::OnCastStarted(int spellId)
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{
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SoundMgr::PlaySound3DAtTransform(new String("SpellLoop"), MonoBehaviour::transform);
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this->casting = true;
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this->castingDirty = true;
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}
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void VoxelNetworkedPlayerAnimationController::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 VoxelNetworkedPlayerAnimationController::OnCastFailed(int spellId)
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{
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SoundMgr::PlaySound3DAtTransform(new String("SpellFail"), MonoBehaviour::transform);
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}
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void VoxelNetworkedPlayerAnimationController::OnDied()
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{
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SoundMgr::StopBus(new String("SpellLoop"));
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}
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void VoxelNetworkedPlayerAnimationController::OnCastFinished(int spellId)
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{
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SoundMgr::StopBus(new String("SpellLoop"));
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if (this->animator != null) {
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this->animator->SetBool(new String("Cast"), false);
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this->animator->SetTrigger(new String("SpellFinish1Trigger"));
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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 VoxelNetworkedPlayerAnimationController::OnUMAChanged(GameObject* umaGO)
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{
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DELEGATE_INVOKE(this->OnWeaponChanged, this->pd->weaponData);
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DELEGATE_INVOKE(this->COnStateChanged);
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}
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void VoxelNetworkedPlayerAnimationController::OnWeaponChanged(ItemData* id)
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{
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this->itemData = id;
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if (this->animator == null) {
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return;
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}
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if (this->itemData == null) {
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this->animator->SetInteger(new String("Weapon"), 0);
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this->animator->SetTrigger(new String("ResetWeapon"));
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return;
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}
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this->animator->SetInteger(new String("Weapon"), id->GetAnimatorWeaponType());
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this->animator->SetTrigger(new String("ResetWeapon"));
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}
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void VoxelNetworkedPlayerAnimationController::TriggerAttack()
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{
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if (this->animator != null) {
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this->animator->SetTrigger(new String("Attack1Trigger"));
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}
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}
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void VoxelNetworkedPlayerAnimationController::COnStateChanged()
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{
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if (this->animator == null) {
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return;
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}
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if (this->stateComponent->CHasState(StateData::StateType::TYPE_STUN)) {
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if (!this->stun) {
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this->stun = true;
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this->animator->SetBool(new String("Stun"), true);
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this->animator->SetTrigger(new String("StunTrigger"));
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return;
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}
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}
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else {
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if (this->stun) {
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this->stun = false;
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this->animator->SetBool(new String("Stun"), false);
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}
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}
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}
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void VoxelNetworkedPlayerAnimationController::LocalPlayerChanged(Entity* lp)
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{
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this->localPlayer = lp;
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this->lptr = lp->transform;
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}
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bool VoxelNetworkedPlayerAnimationController::IsInLOS(Transform* p1, Transform* p2)
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{
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this->rchtmp->Set(p2->transform->position->x, p2->transform->position->y, p2->transform->position->z);
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this->rchtmp -= p1->transform->position;
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return Physics::Raycast(p1->transform->position, this->rchtmp, this->rcht, this->rchtmp->magnitude, this->LAYER);
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}
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VoxelNetworkedPlayerAnimationController::VoxelNetworkedPlayerAnimationController()
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{
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maxAnimationSpeed = (float)7;
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runSpeedMultiplier = (float)4.21;
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switchDistance = (float)40;
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umaGenerateDistance = (float)50;
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localPosition = new Vector3((float)0, (float)0, (float)0);
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animatorsEnabled = true;
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LAYER = 1;
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}
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}
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}
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