smptanimmeta.c 4.5 KB

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  1. enum eAnimFinishType
  2. {
  3. SUCCESS,
  4. FAILURE,
  5. }
  6. class SmptAnimMetaBase
  7. {
  8. bool m_IsPlaying;
  9. SymptomManager m_Manager;
  10. PlayerBase m_Player;
  11. int m_AnimID;
  12. int m_SymptomType;
  13. int m_StateType;
  14. bool m_DestroyRequested;
  15. bool m_Canceled;
  16. void SmptAnimMetaBase()
  17. {
  18. }
  19. void Init(ParamsReadContext ctx, SymptomManager manager, PlayerBase player)
  20. {
  21. m_Manager = manager;
  22. m_Player = player;
  23. }
  24. bool IsPlaying()
  25. {
  26. return m_IsPlaying;
  27. }
  28. bool IsDestroyReqested()
  29. {
  30. return m_DestroyRequested;
  31. }
  32. void AnimFinished(eAnimFinishType type)
  33. {
  34. m_DestroyRequested = true;
  35. SymptomBase Symptom = m_Manager.GetCurrentPrimaryActiveSymptom();
  36. if( type == eAnimFinishType.FAILURE)// <--------------- FAILED
  37. {
  38. if( m_Player.GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !GetGame().IsMultiplayer())
  39. {
  40. if( Symptom )
  41. {
  42. Symptom.AnimationPlayFailed();
  43. }
  44. }
  45. }
  46. else if( type == eAnimFinishType.SUCCESS)// <--------------- SUCCESS
  47. {
  48. if( m_Player.GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !GetGame().IsMultiplayer())
  49. {
  50. if( Symptom )
  51. {
  52. Symptom.AnimationFinish();
  53. }
  54. }
  55. }
  56. }
  57. EAnimPlayState PlayRequest()
  58. {
  59. EAnimPlayState played = Play();
  60. if(played == EAnimPlayState.FAILED)
  61. {
  62. m_Manager.OnAnimationFinished(eAnimFinishType.FAILURE);
  63. }
  64. return played;
  65. }
  66. protected EAnimPlayState Play();
  67. void Update(HumanMovementState movement_state);
  68. };
  69. class SmptAnimMetaFB extends SmptAnimMetaBase
  70. {
  71. int m_StanceMask;
  72. float m_Duration;
  73. void ~SmptAnimMetaFB()
  74. {
  75. if(m_Player)
  76. m_Player.m_isFBsymptomPlaying = false;
  77. }
  78. override void Init(ParamsReadContext ctx, SymptomManager manager, PlayerBase player)
  79. {
  80. super.Init(ctx, manager, player);
  81. DayZPlayerSyncJunctures.ReadPlayerSymptomFBParams( ctx, m_AnimID, m_StanceMask, m_Duration);
  82. }
  83. override EAnimPlayState Play()
  84. {
  85. m_Canceled = false;
  86. HumanCommandActionCallback callback = m_Player.GetCommand_Action();
  87. if (!callback)
  88. {
  89. callback = m_Player.GetCommandModifier_Action();
  90. }
  91. if( callback )
  92. {
  93. callback.InternalCommand(DayZPlayerConstants.CMD_ACTIONINT_INTERRUPT);
  94. m_Canceled = true;
  95. }
  96. if(!m_Canceled)
  97. {
  98. SymptomCB anim_callback = SymptomCB.Cast(m_Player.StartCommand_Action(m_AnimID, SymptomCB, m_StanceMask));
  99. if(anim_callback)
  100. {
  101. anim_callback.Init(m_Duration, m_Player);
  102. m_IsPlaying = true;
  103. m_Player.m_isFBsymptomPlaying = true;
  104. return EAnimPlayState.OK;
  105. }
  106. else
  107. {
  108. return EAnimPlayState.FAILED;
  109. }
  110. }
  111. return EAnimPlayState.POSTPONED;
  112. }
  113. }
  114. class SmptAnimMetaADD extends SmptAnimMetaBase
  115. {
  116. bool m_CalledAnimStart;
  117. override void Init(ParamsReadContext ctx, SymptomManager manager, PlayerBase player)
  118. {
  119. super.Init(ctx, manager, player);
  120. DayZPlayerSyncJunctures.ReadPlayerSymptomADDParams( ctx, m_AnimID);
  121. }
  122. override EAnimPlayState Play()
  123. {
  124. HumanCommandActionCallback callback = m_Player.GetCommand_Action();
  125. if (!callback)
  126. {
  127. callback = m_Player.GetCommandModifier_Action();
  128. }
  129. if( !callback )
  130. {
  131. HumanCommandWeapons hcw = m_Player.GetCommandModifier_Weapons();
  132. if (hcw && !hcw.IsActionFinished())
  133. return EAnimPlayState.FAILED;
  134. HumanCommandAdditives ad = m_Player.GetCommandModifier_Additives();
  135. if(ad)
  136. {
  137. //Print("------------------ Playing -----------------");
  138. ad.StartModifier(m_AnimID);
  139. m_IsPlaying = true;
  140. return EAnimPlayState.OK;
  141. }
  142. }
  143. return EAnimPlayState.FAILED;
  144. }
  145. override void Update(HumanMovementState movement_state)
  146. {
  147. if( m_IsPlaying )
  148. {
  149. HumanCommandAdditives ad = m_Player.GetCommandModifier_Additives();
  150. if(!ad || !ad.IsModifierActive())
  151. {
  152. //Print("------------------ Not Playing -----------------");
  153. m_Manager.OnAnimationFinished();
  154. }
  155. else
  156. {
  157. if(!m_CalledAnimStart)
  158. {
  159. m_Manager.OnAnimationStarted();
  160. m_CalledAnimStart = true;
  161. }
  162. }
  163. }
  164. }
  165. }
  166. class HeatComfortmMetaADD extends SmptAnimMetaADD
  167. {
  168. override void Update(HumanMovementState movement_state)
  169. {
  170. //if( movement_state.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_WALK || movement_state.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_RUN || movement_state.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_SPRINT)
  171. if( movement_state.m_iMovement != DayZPlayerConstants.MOVEMENTIDX_IDLE || movement_state.IsInProne())
  172. {
  173. HumanCommandAdditives ad = m_Player.GetCommandModifier_Additives();
  174. if(ad && ad.IsModifierActive())
  175. {
  176. ad.CancelModifier();
  177. }
  178. }
  179. super.Update(movement_state);
  180. }
  181. }