nvgoggles.c 4.8 KB

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  1. class NVGoggles extends PoweredOptic_Base
  2. {
  3. bool m_IsLowered;
  4. Clothing m_Strap;
  5. ref Timer m_WorkCheckTimer;
  6. void NVGoggles()
  7. {
  8. RotateGoggles(true);
  9. m_WorkCheckTimer = new Timer;
  10. }
  11. override void SetActions()
  12. {
  13. super.SetActions();
  14. RemoveAction(ActionViewOptics);
  15. AddAction(ActionViewBinoculars);
  16. }
  17. override void EEItemAttached(EntityAI item, string slot_name)
  18. {
  19. super.EEItemAttached( item, slot_name );
  20. if ( GetCompEM().CanWork() && m_IsLowered )
  21. m_WorkCheckTimer.Run(0.1,this,"SwitchOnNVGCheck",null,true);
  22. //GetCompEM().SwitchOn();
  23. }
  24. override void EEItemDetached(EntityAI item, string slot_name)
  25. {
  26. super.EEItemDetached( item, slot_name );
  27. GetCompEM().SwitchOff();
  28. }
  29. override void OnWasAttached( EntityAI parent, int slot_id )
  30. {
  31. super.OnWasAttached(parent, slot_id);
  32. RotateGoggles(true);
  33. m_Strap = Clothing.Cast(parent);
  34. /*if (m_Strap)
  35. SetPlayer(PlayerBase.Cast(m_Strap.GetHierarchyParent()));*/
  36. }
  37. override void OnWasDetached( EntityAI parent, int slot_id )
  38. {
  39. super.OnWasDetached(parent, slot_id);
  40. RotateGoggles(true);
  41. PlayerBase player;
  42. if ( m_Strap == parent && PlayerBase.CastTo(player, parent.GetHierarchyRootPlayer()) )
  43. {
  44. if ( parent && Clothing.Cast(parent) )
  45. {
  46. Clothing.Cast(parent).UpdateNVGStatus(player,false,true);
  47. }
  48. }
  49. m_Strap = null;
  50. //SetPlayer(null);
  51. }
  52. override void OnWorkStart()
  53. {
  54. PlayerBase player;
  55. EntityAI headgear;
  56. EntityAI glasses;
  57. if ( m_Strap && PlayerBase.CastTo(player, m_Strap.GetHierarchyParent()) )
  58. {
  59. headgear = player.FindAttachmentBySlotName("Headgear");
  60. glasses = player.FindAttachmentBySlotName("Eyewear");
  61. //adjust on load - ComponentEnergyManager stores the 'working' state independently
  62. if ( !m_IsLowered )
  63. {
  64. RotateGoggles(false);
  65. }
  66. if ( !GetGame().IsServer() || !GetGame().IsMultiplayer() ) // Client side
  67. {
  68. if ( (headgear == m_Strap || glasses == m_Strap) && player.IsControlledPlayer() )
  69. {
  70. player.AddActiveNV(NVTypes.NV_GOGGLES);
  71. }
  72. }
  73. }
  74. }
  75. override void OnWorkStop()
  76. {
  77. PlayerBase player;
  78. EntityAI headgear;
  79. EntityAI glasses;
  80. if ( m_Strap && PlayerBase.CastTo(player, m_Strap.GetHierarchyParent()) )
  81. {
  82. headgear = player.FindAttachmentBySlotName("Headgear");
  83. glasses = player.FindAttachmentBySlotName("Eyewear");
  84. if ( !GetGame().IsServer() || !GetGame().IsMultiplayer() ) // Client side
  85. {
  86. if ( (headgear == m_Strap || glasses == m_Strap) && player.IsControlledPlayer() )
  87. {
  88. player.RemoveActiveNV(NVTypes.NV_GOGGLES);
  89. }
  90. }
  91. }
  92. }
  93. override void OnWork( float consumed_energy )
  94. {
  95. //adjust on load - ComponentEnergyManager stores the 'working' state independently
  96. if ( !m_IsLowered )
  97. {
  98. RotateGoggles(false);
  99. }
  100. PlayerBase player;
  101. EntityAI headgear;
  102. EntityAI glasses;
  103. if ( m_Strap && PlayerBase.CastTo(player, m_Strap.GetHierarchyParent()) )
  104. {
  105. headgear = player.FindAttachmentBySlotName("Headgear");
  106. glasses = player.FindAttachmentBySlotName("Eyewear");
  107. if ( !GetGame().IsServer() || !GetGame().IsMultiplayer() ) // Client side
  108. {
  109. if ( (headgear == m_Strap || glasses == m_Strap) && player.IsControlledPlayer() )
  110. {
  111. player.AddActiveNV(NVTypes.NV_GOGGLES);
  112. }
  113. }
  114. }
  115. }
  116. void LoweredCheck() //check for animation state, if another player lowered them first (or solve by synced variable)
  117. {
  118. if ( GetAnimationPhase("rotate") != m_IsLowered )
  119. {
  120. m_IsLowered = GetAnimationPhase("rotate");
  121. }
  122. }
  123. void RotateGoggles(bool state)
  124. {
  125. if (!m_Strap && !state) // disable non default rotation while not strapped
  126. return;
  127. //if ( GetAnimationPhase("rotate") != state ) //useless?
  128. SetAnimationPhase("rotate",!state);
  129. m_IsLowered = !state;
  130. PlayerBase player;
  131. int slot_id;
  132. string slot_name;
  133. if ( m_Strap && m_Strap.GetInventory().GetCurrentAttachmentSlotInfo(slot_id,slot_name) && PlayerBase.CastTo(player, m_Strap.GetHierarchyParent())/*&& slot_id == InventorySlots.EYEWEAR*/ )
  134. {
  135. player.SetNVGLowered(m_IsLowered);
  136. }
  137. if ( GetCompEM() )
  138. {
  139. if ( !state && GetCompEM().CanWork() )
  140. GetCompEM().SwitchOn();
  141. else
  142. GetCompEM().SwitchOff();
  143. }
  144. }
  145. void SwitchOnNVGCheck()
  146. {
  147. //Print("SwitchOnNVGCheck");
  148. GetCompEM().SwitchOn();
  149. if (GetCompEM().IsSwitchedOn())
  150. {
  151. m_WorkCheckTimer.Stop();
  152. }
  153. }
  154. override int GetCurrentNVType()
  155. {
  156. if (IsWorking())
  157. {
  158. //m_CurrentOpticMode
  159. switch (m_CurrentOpticMode)
  160. {
  161. /*case GameConstants.OPTICS_STATE_DAY:
  162. return NVTypes.NV_GOGGLES_WHATEVER;
  163. case GameConstants.OPTICS_STATE_NIGHTVISION:
  164. return NVTypes.NV_GOGGLES;*/
  165. default:
  166. return NVTypes.NV_GOGGLES;
  167. }
  168. Error("Undefined optic mode of " + this);
  169. return NVTypes.NONE;
  170. }
  171. else
  172. {
  173. return NVTypes.NV_GOGGLES_OFF;
  174. }
  175. }
  176. override bool IsNVG()
  177. {
  178. return true;
  179. }
  180. }