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class DayZIntroScene : Managed
{
protected ref IntroSceneCharacter m_Character;
protected Camera m_Camera;
protected vector m_CameraTrans[4];
protected vector m_CharacterPos;
protected vector m_CharacterRot;
protected Weather m_Weather;
protected vector m_Target;
protected ref OptionsMenu m_OptionsMenu;
void DayZIntroScene()
{
string root_path = "cfgCharacterScenes " + g_Game.GetWorldName();
int count = g_Game.ConfigGetChildrenCount(root_path);
int index = Math.RandomInt(0, count - 1);
string childName;
g_Game.ConfigGetChildName(root_path, index, childName);
string scene_path = root_path + " " + childName;
m_Target = SwapYZ(g_Game.ConfigGetVector(scene_path + " target"));
vector position = SwapYZ(g_Game.ConfigGetVector(scene_path + " position"));
TIntArray date = new TIntArray;
TFloatArray storm = new TFloatArray;
g_Game.ConfigGetIntArray(scene_path + " date", date);
float fov = g_Game.ConfigGetFloat(scene_path + " fov");
float overcast = g_Game.ConfigGetFloat(scene_path + " overcast");
float rain = g_Game.ConfigGetFloat(scene_path + " rain");
float fog = g_Game.ConfigGetFloat(scene_path + " fog");
float windspeed = -1;
if ( g_Game.ConfigIsExisting(scene_path + " windspeed") ) windspeed = g_Game.ConfigGetFloat(scene_path + " windspeed");
g_Game.ConfigGetFloatArray(scene_path + " storm", storm);
World world = g_Game.GetWorld();
if (world && date.Count() >= 5)
{
world.SetDate(date.Get(0), date.Get(1), date.Get(2), date.Get(3), date.Get(4));
}
GetGame().ObjectDelete( m_Camera );
Class.CastTo(m_Camera, g_Game.CreateObject("staticcamera", SnapToGround(position), true)); //Vector(position[0] , position[1] + 1, position[2])
Math3D.MatrixIdentity4(m_CameraTrans);
if (m_Camera)
{
//m_Camera.SetPosition(Vector(m_Camera.GetPosition()[0],m_Camera.GetPosition()[1]+0,m_Camera.GetPosition()[2]));
m_Camera.LookAt(m_Target);
m_Camera.SetFOV(fov);
m_Camera.SetFocus(5.0, 0.0); //5.0, 1.0
m_Camera.SetActive(true);
Math3D.DirectionAndUpMatrix(m_Target - SnapToGround(position), "0 1 0", m_CameraTrans);
m_CameraTrans[3] = m_Camera.GetPosition();
m_CharacterPos = Vector(0.685547, -0.988281, 3.68823).Multiply4(m_CameraTrans);
float pos_x = m_CharacterPos[0];
float pos_z = m_CharacterPos[2];
float pos_y = GetGame().SurfaceY(pos_x, pos_z);
vector ground_demo_pos = Vector(pos_x, pos_y, pos_z);
m_CharacterPos = ground_demo_pos;
vector to_cam_dir = m_Camera.GetPosition() - m_CharacterPos;
m_CharacterRot[0] = Math.Atan2(to_cam_dir[0], to_cam_dir[2]) * Math.RAD2DEG;
}
m_Weather = g_Game.GetWeather();
m_Weather.GetOvercast().SetLimits( overcast, overcast );
m_Weather.GetRain().SetLimits( rain, rain );
m_Weather.GetFog().SetLimits( fog, fog );
m_Weather.GetOvercast().Set( overcast, 0, 0);
m_Weather.GetRain().Set( rain, 0, 0);
m_Weather.GetFog().Set( fog, 0, 0);
if ( storm.Count() == 3 )
{
m_Weather.SetStorm(storm.Get(0),storm.Get(1),storm.Get(2));
}
if ( windspeed != -1 )
{
m_Weather.SetWindSpeed(windspeed);
m_Weather.SetWindMaximumSpeed(windspeed);
m_Weather.SetWindFunctionParams(1,1,1);
}
m_Character = new IntroSceneCharacter();
m_Character.LoadCharacterData(m_CharacterPos, m_CharacterRot);
PPEffects.Init(); //Deprecated, left in for legacy purposes only
GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(SetInitPostprocesses);
}
void ~DayZIntroScene()
{
if (PPEManagerStatic.GetPPEManager())
PPEManagerStatic.GetPPEManager().StopAllEffects(PPERequesterCategory.ALL);
}
//==============================================
// GetIntroSceneCharacter
//==============================================
IntroSceneCharacter GetIntroCharacter()
{
return m_Character;
}
//==============================================
// GetIntroCamera
//==============================================
Camera GetIntroCamera()
{
return m_Camera;
}
//==============================================
// ResetIntroCamera
//==============================================
void ResetIntroCamera()
{
if ( GetIntroCharacter().GetCharacterObj() )
{
GetIntroCamera().LookAt( GetIntroCharacter().GetPosition() + Vector( 0, 1, 0 ) );
//GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater( SceneCharacterSetPos, 250 );
}
}
//! Since this can get created at the same time as DayZGame, non-static postprocesses need to be deffered
protected void SetInitPostprocesses()
{
PPERequesterBank.GetRequester(PPERequester_BurlapSackEffects).Stop();
}
protected void GetSelectedUserName()
{
string name;
BiosUserManager user_manager = GetGame().GetUserManager();
if( user_manager )
{
BiosUser user = user_manager.GetSelectedUser();
if( user )
{
g_Game.SetPlayerGameName( user.GetName() );
return;
}
}
g_Game.SetPlayerGameName(GameConstants.DEFAULT_CHARACTER_NAME);
}
// ------------------------------------------------------------
protected vector SwapYZ(vector vec)
{
vector tmp;
tmp[0] = vec[0];
tmp[1] = vec[2];
tmp[2] = vec[1];
return tmp;
}
// ------------------------------------------------------------
protected vector SnapToGround(vector pos)
{
float pos_x = pos[0];
float pos_z = pos[2];
float pos_y = GetGame().SurfaceY(pos_x, pos_z);
vector tmp_pos = Vector(pos_x, pos_y, pos_z);
tmp_pos[1] = tmp_pos[1] + pos[1];
return tmp_pos;
}
};
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