//! Enum to determine what type of effect the Effect is | |
enum EffectType | |
{ | |
//! Plain Effect base | |
NONE, | |
//! EffectSound | |
SOUND, | |
//! EffectParticle | |
PARTICLE, | |
} | |
/** | |
\brief Base wrapper class for managing effects (Particles, Sound) through SEffectManager | |
\note This is just a base class, not intended for direct usage | |
*/ | |
class Effect : Managed | |
{ | |
/** \name Event invokers | |
* ScriptInvonkers for certain events | |
*/ | |
//@{ | |
ref ScriptInvoker Event_OnStarted = new ScriptInvoker(); | |
ref ScriptInvoker Event_OnStopped = new ScriptInvoker(); | |
ref ScriptInvoker Event_OnEffectStarted = new ScriptInvoker(); | |
ref ScriptInvoker Event_OnEffectEnded = new ScriptInvoker(); | |
//@} | |
/** \name Generic data | |
* Generic data for the Effect | |
*/ | |
//@{ | |
//! Whether the Effect cleans up after itself when stopped | |
protected bool m_IsAutodestroy; | |
//! Whether the Destroy process has already been called | |
protected bool m_IsPendingDeletion; | |
//! Whether the Effect is currently playing | |
protected bool m_IsPlaying; | |
//! Cached parent | |
protected Object m_ParentObject; | |
//! Cached world position | |
protected vector m_Position; | |
//@} | |
/** \name SEffectManager data | |
* Data filled in by SEffectManager to identify it when it is registered | |
*/ | |
//@{ | |
//! ID of effect, given by SEffectManager when registered (automatically done when playing through it) | |
protected int m_ID; | |
//! Whether the effect is registered in SEffectManager | |
protected bool m_IsRegistered; | |
//@} | |
/** \name Attachment data | |
* Cached settings set through 'SetAttachment...' methods | |
* Does not necessarily reflect the current state when EffectParticle | |
*/ | |
//@{ | |
//! Cached local pos | |
protected vector m_LocalPos; | |
//! Local orientation set by SetAttachedLocalOri, only used by EffectParticle | |
protected vector m_LocalOri; | |
//@} | |
/** | |
\brief ctor | |
*/ | |
void Effect() | |
{ | |
if (GetGame().IsDedicatedServer()) | |
{ | |
ErrorEx("Created Effect on server.", ErrorExSeverity.WARNING); | |
} | |
InitEffect(); | |
} | |
/** | |
\brief dtor | |
*/ | |
void ~Effect() | |
{ | |
// Safety | |
if ( IsRegistered() ) | |
SEffectManager.EffectUnregister(GetID()); | |
// Certain effects need to be stopped to clean up properly | |
Stop(); | |
// Another safety | |
SetEnableEventFrame(false); | |
} | |
/** | |
\brief init | |
*/ | |
void InitEffect() | |
{ | |
Event_OnStarted.Insert(Event_OnEffectStarted); | |
Event_OnStarted.Insert(ValidateStart); | |
Event_OnStopped.Insert(Event_OnEffectEnded); | |
} | |
/** \name EffectType | |
Information about what type of effect the Effect is, without the need for casting | |
*/ | |
//@{ | |
/** | |
\brief Get what type of effect the Effect is | |
\return \p EffectType What type of effect the Effect is | |
*/ | |
EffectType GetEffectType() | |
{ | |
return EffectType.NONE; | |
} | |
/** | |
\brief Check whether the Effect is EffectSound without casting | |
\return \p bool Whether the Effect is EffectSound | |
*/ | |
bool IsSound() | |
{ | |
return false; | |
} | |
/** | |
\brief Check whether the Effect is EffectParticle without casting | |
\return \p bool Whether the Effect is EffectParticle | |
*/ | |
bool IsParticle() | |
{ | |
return false; | |
} | |
//@} | |
/** \name Playback | |
* Methods to Play/Stop Effect | |
* Generally, SEffectManager.Play methods are used instead of Start | |
*/ | |
//@{ | |
/** | |
\brief Plays all elements this effects consists of | |
\note Is called by SEffectManager.Play methods | |
*/ | |
void Start() | |
{ | |
// It is already playing! | |
if (IsPlaying()) | |
return; | |
Event_OnStarted(); | |
// I can't call this from inside the method with same name | |
// because that method is often overriden without super...... | |
Event_OnStarted.Invoke(this); | |
} | |
/** | |
\brief Validation whether an effect truly started playing or if the Effect should stop as none is present | |
\note Override this when inheriting to create own validation check | |
\note Is called from Event_OnStarted invoker after Event_OnStarted has been performed | |
*/ | |
void ValidateStart() | |
{ | |
} | |
/** | |
\brief Stops all elements this effect consists of | |
\note Alternatively use SEffectManager.Stop( effect_id ) | |
*/ | |
void Stop() | |
{ | |
// It is not playing! | |
if (!IsPlaying()) | |
return; | |
Event_OnStopped(); | |
// Yes, that event is new, but let's keep up some consistency | |
Event_OnStopped.Invoke(this); | |
} | |
/** | |
\brief Returns true when the Effect is playing, false otherwise | |
*/ | |
bool IsPlaying() | |
{ | |
return m_IsPlaying; | |
} | |
//@} | |
/** \name Destroy | |
Methods regarding automatic cleanup | |
*/ | |
//@{ | |
/** | |
\brief Cleans up the Effect, including unregistering if needed | |
\note Will stop the Effect and queue up the deletion in the callqueue | |
\note Is intended for usage from within the Effect itself, use SEffectManager.DestroyEffect when working from a pointer | |
*/ | |
protected void Destroy() | |
{ | |
// Already queued | |
if (IsPendingDeletion()) | |
return; | |
// Mark it to prevent queuing it up multiple times or get stuck in a call loop | |
m_IsPendingDeletion = true; | |
// Stop it, so that the effects can clean up themselves | |
// Since if for example this is EffectParticle and the particle is looping | |
// It NEEDS to be stopped to clean up the Particle | |
Stop(); | |
// Queue up the destroying, as we should not do it while we are accessing it here | |
if (GetGame()) | |
{ | |
GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).Call(SEffectManager.DestroyEffect, this); | |
} | |
} | |
/** | |
\brief Sets whether Effect automatically cleans up when it stops | |
\note This means that it will be unregistered from SEffectManager as well | |
\param auto_destroy \p bool Whether Effect automatically cleans up when it stops | |
*/ | |
void SetAutodestroy(bool auto_destroy) | |
{ | |
m_IsAutodestroy = auto_destroy; | |
} | |
/** | |
\brief Get whether Effect automatically cleans up when it stops | |
\return \p bool Whether Effect automatically cleans up when it stops | |
*/ | |
bool IsAutodestroy() | |
{ | |
return m_IsAutodestroy; | |
} | |
/** | |
\brief Get whether the Effect is queued up for being cleaned up | |
\return \p bool Whether the Effect is queued up for being cleaned up | |
*/ | |
bool IsPendingDeletion() | |
{ | |
return m_IsPendingDeletion; | |
} | |
/** | |
\brief Get whether the Effect can be destroyed right now | |
\return \p bool Whether the Effect can be destroyed right now | |
*/ | |
bool CanDestroy() | |
{ | |
return true; | |
} | |
//@} | |
/** | |
\brief Enable Event_OnFrameUpdate for the effect | |
\note Read SEffectManager.Event_OnFrameUpdate for more info | |
*/ | |
void SetEnableEventFrame(bool enable) | |
{ | |
if ( enable ) | |
{ | |
SEffectManager.Event_OnFrameUpdate.Insert(Event_OnFrameUpdate); | |
} | |
else | |
{ | |
SEffectManager.Event_OnFrameUpdate.Remove(Event_OnFrameUpdate); | |
} | |
} | |
/** \name Events | |
Various events that can be overriden for custom behaviour | |
*/ | |
//@{ | |
/** | |
\brief Event used when Start was called | |
*/ | |
void Event_OnStarted() | |
{ | |
// Override this method for own use | |
} | |
/** | |
\brief Event used when Stop was called | |
*/ | |
void Event_OnStopped() | |
{ | |
// Override this method for own use | |
} | |
/** | |
\brief Event used when the actual effect started playing | |
*/ | |
void Event_OnEffectStarted() | |
{ | |
m_IsPlaying = true; | |
Event_OnEffectStarted.Invoke(this); | |
} | |
/** | |
\brief Event used when the actual effect stopped playing | |
*/ | |
void Event_OnEffectEnded() | |
{ | |
m_IsPlaying = false; | |
Event_OnEffectEnded.Invoke(this); | |
if ( IsAutodestroy() ) | |
{ | |
Destroy(); | |
} | |
} | |
/** | |
\brief Event called on frame when enabled by SetEnableEventFrame(true) | |
\note Called from SEffectManager.Event_OnFrameUpdate in MissionGameplay.OnUpdate | |
\param time_delta \p float Time passed since the previous frame | |
*/ | |
void Event_OnFrameUpdate(float time_delta) | |
{ | |
// Override this method for own use | |
} | |
/** | |
\brief Event called from SEffectManager when the Effect is registered | |
\note Should only ever be called by SEffectManager! | |
\param id \p int ID registered in SEffectManager | |
*/ | |
void Event_OnRegistered(int id) | |
{ | |
SetID(id); | |
m_IsRegistered = true; | |
} | |
/** | |
\brief Event called from SEffectManager when the Effect is unregistered | |
\note Should only ever be called by SEffectManager! | |
*/ | |
void Event_OnUnregistered() | |
{ | |
SetID(SEffectManager.INVALID_ID); | |
m_IsRegistered = false; | |
} | |
/** | |
\brief Event used when EffectParticle.CheckLifeSpan was called (DEPRECATED) | |
\note So this is EffectParticle specific... | |
\note EffectParticle.CheckLifeSpan is currently not in use | |
*/ | |
void OnCheckUpdate() | |
{ | |
} | |
//@} | |
/** \name Generic API | |
Setters and getters for generic data and properties | |
*/ | |
//@{ | |
/** | |
\brief Set parent of the Effect | |
\note Same as SetAttachmentParent, but more generic name | |
\warning Only sets the cached variable, for immediate effect use SetCurrent variant | |
\param parent_obj \p Object The parent for the Effect | |
*/ | |
void SetParent(Object parent_obj) | |
{ | |
m_ParentObject = parent_obj; | |
} | |
/** | |
\brief Get parent of the Effect | |
\note Same as GetAttachmentParent, but more generic name | |
\warning Only gets the cached variable, for immediate effect use GetCurrent variant | |
\return \p Object The parent of the Effect | |
*/ | |
Object GetParent() | |
{ | |
return m_ParentObject; | |
} | |
/** | |
\brief Set current parent of the managed effect | |
\note Same as SetAttachmentParent, but more generic name | |
\param parent_obj \p Object The parent for the Effect | |
\param updateCached \p bool Whether to update the cached variable | |
*/ | |
void SetCurrentParent( Object parent_obj, bool updateCached = true ) | |
{ | |
if (updateCached) | |
SetParent(parent_obj); | |
} | |
/** | |
\brief Get the current parent of the managed Effect | |
\return \p Object The current parent of the managed Effect | |
*/ | |
Object GetCurrentParent() | |
{ | |
return null; | |
} | |
/** | |
\brief Set the world position of the Effect | |
\warning Only sets the cached variable, for immediate effect use SetCurrent variant | |
\param pos \p vector The world position for the Effect | |
*/ | |
void SetPosition( vector pos ) | |
{ | |
m_Position = pos; | |
} | |
/** | |
\brief Get the world position of the Effect | |
\warning Only gets the cached variable, for immediate effect use GetCurrent variant | |
\return \p vector The world position of the Effect | |
*/ | |
vector GetPosition() | |
{ | |
return m_Position; | |
} | |
/** | |
\brief Set the current world position of the managed effect | |
\param pos \p vector The current world position for the Effect | |
\param updateCached \p bool Whether to update the cached variable | |
*/ | |
void SetCurrentPosition( vector pos, bool updateCached = true ) | |
{ | |
if (updateCached) | |
SetPosition(pos); | |
} | |
/** | |
\brief Get the current world position of the managed effect | |
\return \p vector The current world position of the managed effect | |
*/ | |
vector GetCurrentPosition() | |
{ | |
return vector.Zero; | |
} | |
/** | |
\brief Set the local position of the Effect | |
\warning Only sets the cached variable, for immediate effect use SetCurrent variant | |
\param pos \p vector The local position for the Effect | |
*/ | |
void SetLocalPosition( vector pos ) | |
{ | |
m_LocalPos = pos; | |
} | |
/** | |
\brief Get the local position of the Effect | |
\warning Only gets the cached variable, for immediate effect use GetCurrent variant | |
\return \p vector The lcoal position of the Effect | |
*/ | |
vector GetLocalPosition() | |
{ | |
return m_LocalPos; | |
} | |
/** | |
\brief Set the current local position of the managed effect | |
\param pos \p vector The current local position for the managed effect | |
\param updateCached \p bool Whether to update the cached variable | |
*/ | |
void SetCurrentLocalPosition( vector pos, bool updateCached = true ) | |
{ | |
if (updateCached) | |
SetLocalPosition(pos); | |
} | |
/** | |
\brief Get the current local position of the managed effect | |
\return \p vector The current local position of the managed effect | |
*/ | |
vector GetCurrentLocalPosition() | |
{ | |
return vector.Zero; | |
} | |
//@} | |
/** \name Effect ID | |
The ID of the effect when registered in SEffectManager | |
*/ | |
//@{ | |
/** | |
\brief Set the ID registered in SEffectManager | |
\note Should only ever be called by Event_OnRegistered! | |
\param id \p int ID registered in SEffectManager | |
*/ | |
protected void SetID(int id) | |
{ | |
m_ID = id; | |
} | |
/** | |
\brief Get the ID registered in SEffectManager | |
\return \p int ID registered in SEffectManager, or 0 (SEffectManager.INVALID_ID) when not registered | |
*/ | |
int GetID() | |
{ | |
return m_ID; | |
} | |
/** | |
\brief Get whether this Effect is registered in SEffectManager | |
\return \p bool Whether this Effect is registered in SEffectManager | |
*/ | |
bool IsRegistered() | |
{ | |
return m_IsRegistered; | |
} | |
//@} | |
/** \name Attachment API | |
* Data to attach an Effect to a parent | |
* Mostly replaced by equivalents without 'Attachment' in name | |
* Mildly deprecated, exist for backwards compatibility | |
*/ | |
//@{ | |
/** | |
\brief Set parent for the Effect | |
\param obj \p Object The parent for the Effect | |
*/ | |
void SetAttachmentParent(Object obj) | |
{ | |
SetParent(obj); | |
} | |
/** | |
\brief Get the parent set by SetAttachmentParent | |
\return \p Object The parent set by SetAttachmentParent | |
*/ | |
Object GetAttachmentParent() | |
{ | |
return GetParent(); | |
} | |
/** | |
\brief Set local pos for the Effect relative to the parent | |
\param pos \p vector The local pos relative to the parent | |
*/ | |
void SetAttachedLocalPos(vector pos) | |
{ | |
SetLocalPosition(pos); | |
} | |
/** | |
\brief Get the local pos set by SetAttachedLocalPos | |
\return \p vector The local pos set by SetAttachedLocalPos | |
*/ | |
vector GetAttachedLocalPos() | |
{ | |
return GetLocalPosition(); | |
} | |
/** | |
\brief Set local orientation for the Effectparticle to attach to when the Effect is started | |
\warning Only caches it into a variable to be used by Start, does not live update when called afterwards | |
\note Overrides the orientation set by EffectParticle.SetOrientation | |
\param ori \p vector The local orientation to use on Start | |
*/ | |
void SetAttachedLocalOri(vector ori) | |
{ | |
m_LocalOri = ori; | |
} | |
/** | |
\brief Get the local orientation set by SetAttachedLocalOri | |
\warning Is not necessarily the current local orientation | |
\return \p vector The local orientation set by SetAttachedLocalOri | |
*/ | |
vector GetAttachedLocalOri() | |
{ | |
return m_LocalOri; | |
} | |
//@} | |
} |