/** | |
\brief Manager class for managing Effect (EffectParticle, EffectSound) | |
\warning Keeps a ref to any Effect registered (Created/Played), make sure to perform the necessary cleanup | |
*/ | |
class SEffectManager | |
{ | |
//! Static map of all registered effects <id, Effect> | |
protected static ref map<int, ref Effect> m_EffectsMap; | |
//! Static array of IDs that were previously used, but freed up by unregistering | |
protected static ref array<int> m_FreeEffectIDs; | |
//! Counter for quickly getting the next ID if FreeEffectIDs array is empty | |
protected static int m_HighestFreeEffectID = 1; | |
//! As the counter starts at 1, Effect ID can never be 0 | |
static const int INVALID_ID = 0; | |
//! Bool to check whether Cleanup is happening, which means that the maps should no longer be accessed | |
protected static bool m_IsCleanup; | |
//! Bool to check whether Init was called | |
protected static bool m_IsInitialized; | |
//! Static map of cached sound params, to prevent having to recreate them | |
protected static ref map<string, ref SoundParams> m_ParamsMap; | |
//! Static invoker for the SEffectManager.Event_OnFrameUpdate called form MissionGameplay.OnUpdate | |
static ref ScriptInvoker Event_OnFrameUpdate; | |
/** \name Generic playback | |
Methods for playing Effect | |
\note Since 1.15, these should work on EffectSound as well | |
*/ | |
//@{ | |
/** | |
*\brief Play an Effect | |
* \warning As the Effect is automatically registered, it will not be freed automatically (because of the ref) | |
* Unless 'SetAutodestroy(true)' is called on the created 'Effect', which will clean it up when the sound stop | |
* Alternatively, SEffectManager.DestroyEffect can be called manually, which will also unregister and cleanup | |
* \param eff \p Effect The Effect to play | |
* \param pos \p vector The position to play the Effect | |
* \return \p int The registered ID of the Effect | |
*/ | |
static int PlayInWorld(notnull Effect eff, vector pos) | |
{ | |
// Stop the effect first, just in case | |
eff.Stop(); | |
int id = EffectRegister(eff); | |
eff.SetPosition( pos ); | |
eff.Start(); | |
return id; | |
} | |
/** | |
*\brief Play an Effect | |
* \warning Read PlayInWorld warning | |
* \param eff \p Effect The Effect to play | |
* \param obj \p Object The parent of the Effect | |
* \param local_pos \p vector The local position to play the Effect in relation to the parent (Optional) | |
* \param local_ori \p vector The local orientation to play the Effect in relation to the parent (Optional) | |
* \param force_rotation_relative_to_world \p bool Whether to force the orientation to stay in WS (Optional) | |
* \return \p int The registered ID of the Effect | |
*/ | |
static int PlayOnObject(notnull Effect eff, Object obj, vector local_pos = "0 0 0", vector local_ori = "0 0 0", bool force_rotation_relative_to_world = false) | |
{ | |
// Stop the effect first, just in case | |
eff.Stop(); | |
int id = EffectRegister(eff); | |
if (!obj) | |
{ | |
ErrorEx("Parent object is null.", ErrorExSeverity.WARNING); | |
eff.SetPosition(local_pos); | |
} | |
else | |
{ | |
eff.SetPosition(obj.GetPosition()); | |
} | |
eff.SetParent(obj); | |
eff.SetLocalPosition(local_pos); | |
eff.SetAttachedLocalOri(local_ori); | |
if (force_rotation_relative_to_world) | |
{ | |
EffectParticle eff_particle = EffectParticle.Cast(eff); | |
if (eff_particle) | |
{ | |
eff_particle.ForceParticleRotationRelativeToWorld(force_rotation_relative_to_world); | |
} | |
} | |
eff.Start(); | |
return id; | |
} | |
/** | |
\brief Stops the Effect | |
\param effect_id \p int The ID of the Effect to Stop | |
*/ | |
static void Stop(int effect_id) | |
{ | |
Effect eff = m_EffectsMap.Get(effect_id); | |
if (eff) | |
{ | |
eff.Stop(); | |
} | |
else | |
{ | |
ErrorEx(string.Format("Failed to stop Effect with ID %1. The ID is not registered in m_EffectsMap!", effect_id)); | |
} | |
} | |
//@} | |
/** \name Create/Play sound | |
Methods for playing/creating sound | |
*/ | |
//@{ | |
/** | |
*\brief Create an EffectSound | |
* \warning Read PlayInWorld warning | |
* \param sound_set \p string The sound set name of the sound | |
* \param position \p vector The position to play the sound | |
* \param play_fade_in \p float The fade in duration of the sound (Optional) | |
* \param stop_fade_out \p float The fade out duration of the sound (Optional) | |
* \param loop \p bool Whether the sound should loop (Optional) | |
* \param enviroment \p bool Whether to set environment variables (Optional) | |
* \return \p EffectSound The created EffectSound | |
*/ | |
static EffectSound CreateSound(string sound_set, vector position, float play_fade_in = 0, float stop_fade_out = 0, bool loop = false, bool enviroment = false) | |
{ | |
EffectSound effect_sound = new EffectSound(); | |
effect_sound.SetSoundSet(sound_set); | |
effect_sound.SetPosition(position); | |
effect_sound.SetSoundFadeIn(play_fade_in); | |
effect_sound.SetSoundFadeOut(stop_fade_out); | |
effect_sound.SetSoundLoop(loop); | |
effect_sound.SetEnviromentVariables(enviroment); | |
EffectRegister( effect_sound ); | |
return effect_sound; | |
} | |
/** | |
*\brief Create and play an EffectSound | |
* \warning Calls CreateSound, read CreateSound warning | |
* \param sound_set \p string The sound set name of the sound | |
* \param position \p vector The position to play the sound | |
* \param play_fade_in \p float The fade in duration of the sound (Optional) | |
* \param stop_fade_out \p float The fade out duration of the sound (Optional) | |
* \param loop \p bool Whether the sound should loop (Optional) | |
* \return \p EffectSound The created EffectSound | |
*/ | |
static EffectSound PlaySound(string sound_set, vector position, float play_fade_in = 0, float stop_fade_out = 0, bool loop = false) | |
{ | |
EffectSound effect_sound = CreateSound(sound_set, position, play_fade_in, stop_fade_out, loop, false); | |
effect_sound.SoundPlay(); | |
return effect_sound; | |
} | |
/** | |
*\brief Create and play an EffectSound | |
* \warning Calls CreateSound, read CreateSound warning | |
* \param params \p SoundParams Params to create the sound with | |
* \param position \p vector The position to play the sound | |
* \param play_fade_in \p float The fade in duration of the sound (Optional) | |
* \param stop_fade_out \p float The fade out duration of the sound (Optional) | |
* \param loop \p bool Whether the sound should loop (Optional) | |
* \return \p EffectSound The created EffectSound | |
*/ | |
static EffectSound PlaySoundParams(notnull SoundParams params, vector position, float play_fade_in = 0, float stop_fade_out = 0, bool loop = false) | |
{ | |
EffectSound effect_sound = CreateSound(params.GetName(), position, play_fade_in, stop_fade_out, loop, false); | |
effect_sound.SoundPlayEx(params); | |
return effect_sound; | |
} | |
/** | |
*\brief Create and play an EffectSound, using or creating cached SoundParams | |
* \warning Calls CreateSound, read CreateSound warning | |
* \param sound_set \p string The sound set name of the sound | |
* \param position \p vector The position to play the sound | |
* \param play_fade_in \p float The fade in duration of the sound (Optional) | |
* \param stop_fade_out \p float The fade out duration of the sound (Optional) | |
* \param loop \p bool Whether the sound should loop (Optional) | |
* \return \p EffectSound The created EffectSound | |
*/ | |
static EffectSound PlaySoundCachedParams(string sound_set, vector position, float play_fade_in = 0, float stop_fade_out = 0, bool loop = false) | |
{ | |
SoundParams params = GetCachedSoundParam(sound_set); | |
EffectSound effect_sound = CreateSound(params.GetName(), position, play_fade_in, stop_fade_out, loop, false); | |
effect_sound.SoundPlayEx(params); | |
return effect_sound; | |
} | |
/** | |
*\brief Create and play an EffectSound, updating environment variables | |
* \warning Calls CreateSound, read CreateSound warning | |
* \param sound_set \p string The sound set name of the sound | |
* \param position \p vector The position to play the sound | |
* \param play_fade_in \p float The fade in duration of the sound (Optional) | |
* \param stop_fade_out \p float The fade out duration of the sound (Optional) | |
* \param loop \p bool Whether the sound should loop (Optional) | |
* \return \p EffectSound The created EffectSound | |
*/ | |
static EffectSound PlaySoundEnviroment(string sound_set, vector position, float play_fade_in = 0, float stop_fade_out = 0, bool loop = false) | |
{ | |
EffectSound effect_sound = CreateSound(sound_set, position, play_fade_in, stop_fade_out, loop, true); | |
effect_sound.SoundPlay(); | |
return effect_sound; | |
} | |
/** | |
*\brief Create and play an EffectSound | |
* \warning Calls CreateSound, read CreateSound warning | |
* \param sound_set \p string The sound set name of the sound | |
* \param parent_object \p Object The parent Object for the sound to follow | |
* \param play_fade_in \p float The fade in duration of the sound (Optional) | |
* \param stop_fade_out \p float The fade out duration of the sound (Optional) | |
* \param loop \p bool Whether the sound should loop (Optional) | |
* \return \p EffectSound The created EffectSound | |
*/ | |
static EffectSound PlaySoundOnObject(string sound_set, Object parent_object, float play_fade_in = 0, float stop_fade_out = 0, bool loop = false) | |
{ | |
EffectSound effect_sound = CreateSound(sound_set, parent_object.GetPosition(), play_fade_in, stop_fade_out, loop); | |
effect_sound.SetParent( parent_object ); | |
effect_sound.SetLocalPosition( vector.Zero ); | |
effect_sound.SoundPlay(); | |
return effect_sound; | |
} | |
//@} | |
/** \name Generic API | |
General methods used for SEffectManager | |
*/ | |
//@{ | |
/** | |
\brief Unregisters, stops and frees the Effect | |
\param effect_sound \p EffectSound The EffectSound to free | |
*/ | |
static void DestroyEffect(Effect effect) | |
{ | |
if (effect) | |
{ | |
if (effect.CanDestroy()) | |
{ | |
// Functionality already happens in dtor of Effect to be safe | |
delete effect; | |
} | |
else | |
{ | |
// Make it clean up itself when done | |
effect.SetAutodestroy(true); | |
effect.Stop(); | |
} | |
} | |
} | |
/** | |
\brief Checks whether an Effect ID is registered in SEffectManager | |
\param effect_id \p int The Effect ID to check | |
\return \p bool Whether there is an Effect registered for this ID | |
*/ | |
static bool IsEffectExist( int effect_id ) | |
{ | |
if (!m_IsCleanup) | |
return m_EffectsMap[effect_id] != null; | |
else | |
return false; | |
} | |
/** | |
\brief Gets the Effect with the given registered Effect ID | |
\param effect_id \p int The Effect ID | |
\return \p Effect The Effect registered to the ID or null | |
*/ | |
static Effect GetEffectByID(int effect_id) | |
{ | |
if (!m_IsCleanup) | |
return m_EffectsMap[effect_id]; | |
else | |
return null; | |
} | |
/** | |
\brief Registers Effect in SEffectManager | |
\note Already handled in SEffectManager Create/Play methods | |
\note This will make SEffectManager hold a strong ref for the Effect | |
\param effect \p Effect The Effect to register | |
\return \p int The Effect ID | |
*/ | |
static int EffectRegister(Effect effect) | |
{ | |
if (effect.IsRegistered()) | |
{ | |
ErrorEx(string.Format("Attempted to register Effect '%1' which was already registered.", effect.GetDebugName()), ErrorExSeverity.INFO); | |
return effect.GetID(); | |
} | |
int id; | |
if (!m_IsCleanup) | |
{ | |
id = GetFreeEffectID(); | |
m_EffectsMap.Insert(id, effect); | |
effect.Event_OnRegistered(id); | |
} | |
else | |
ErrorEx("Attempted to register Effect while SEffectManager is cleaning up, request ignored.", ErrorExSeverity.WARNING); | |
return id; | |
} | |
/** | |
\brief Unregisters Effect in SEffectManager | |
\note Will automatically occur on stop when the Effect is AutoDestroy | |
\note ID can be gotten from the Effect by calling Effect.GetID | |
\note Generic Play methods will also return the ID | |
\param id \p int The ID of the Effect to unregister | |
*/ | |
static void EffectUnregister(int id) | |
{ | |
if (m_IsCleanup) | |
return; // No error needed, since it will have been unregistered anyways after cleanup is finished | |
Effect effect; | |
if ( m_EffectsMap.Find(id, effect) ) | |
{ | |
effect.Event_OnUnregistered(); | |
m_EffectsMap.Remove(id); | |
} | |
if ( m_FreeEffectIDs.Find(id) == -1 ) | |
{ | |
m_FreeEffectIDs.Insert(id); | |
} | |
} | |
/** | |
\brief Unregisters Effect in SEffectManager | |
\param effect \p Effect The Effect to unregister | |
*/ | |
static void EffectUnregisterEx(Effect effect) | |
{ | |
EffectUnregister(effect.GetID()); | |
} | |
/** | |
\brief Helper function for EffectRegister to decide an Effect ID | |
\return \p int A currently unused Effect ID | |
*/ | |
protected static int GetFreeEffectID() | |
{ | |
int return_id; | |
if (m_FreeEffectIDs.Count() > 0) | |
{ | |
return_id = m_FreeEffectIDs.Get(0); | |
m_FreeEffectIDs.Remove(0); | |
} | |
else | |
{ | |
return_id = m_HighestFreeEffectID; | |
++m_HighestFreeEffectID; | |
} | |
return return_id; | |
} | |
//@} | |
/** \name Sound helpers | |
Sound specific helper methods | |
*/ | |
//@{ | |
/** | |
\brief Legacy, backwards compatibility | |
\param sound_effect \p EffectSound The EffectSound to free | |
\return \p bool A bool which is always true | |
*/ | |
static bool DestroySound(EffectSound sound_effect) | |
{ | |
DestroyEffect(sound_effect); | |
return true; | |
} | |
/** | |
\brief Get or create a cached SoundParams object | |
\param soundset \p string The sound set name of the sound | |
\return \p SoundParams The cached SoundParams for the given soundset | |
*/ | |
static SoundParams GetCachedSoundParam(string soundset) | |
{ | |
SoundParams params; | |
if (!m_ParamsMap.Find(soundset, params)) | |
{ | |
params = new SoundParams(soundset); | |
m_ParamsMap.Insert(soundset, params); | |
} | |
return params; | |
} | |
//@} | |
/** \name Events | |
Various events that can be overriden for custom behaviour | |
*/ | |
//@{ | |
/** | |
\brief Event called from EffectSound.Event_OnSoundWaveEnded | |
\note Every registered sound is registered to call this | |
\param effect_sound \p EffectSound The EffectSound calling the event | |
*/ | |
static void Event_OnSoundWaveEnded(EffectSound effect_sound) | |
{ | |
} | |
/** | |
\brief Event called on frame | |
\note Called from MissionGameplay.OnUpdate | |
\note Effects register themselves by Effect.SetEnableEventFrame(true) | |
\note EffectSound is automatically registered | |
\param time_delta \p float Time passed since the previous frame | |
*/ | |
static void Event_OnFrameUpdate(float time_delta) | |
{ | |
Event_OnFrameUpdate.Invoke(time_delta); | |
} | |
//@} | |
/** \name Lifetime | |
Creation and cleanup | |
*/ | |
//@{ | |
/** | |
\brief Initialize the containers | |
\note This is done this way, to have these not exist on server | |
*/ | |
static void Init() | |
{ | |
m_EffectsMap = new map<int, ref Effect>; | |
m_FreeEffectIDs = new array<int>; | |
m_ParamsMap = new map<string, ref SoundParams>; | |
Event_OnFrameUpdate = new ScriptInvoker(); | |
m_IsInitialized = true; | |
} | |
/** | |
\brief Cleanup method to properly clean up the static data | |
\note Will be called when MissionBase is destroyed | |
*/ | |
static void Cleanup() | |
{ | |
// Nothing to clean | |
if (!m_IsInitialized) | |
return; | |
m_IsCleanup = true; | |
// There should not be anything in here on server | |
if (GetGame() && GetGame().IsDedicatedServer()) | |
{ | |
if (m_ParamsMap.Count() > 0) | |
ErrorEx(string.Format("SEffectManager containing SoundParams on server."), ErrorExSeverity.WARNING); | |
if (m_EffectsMap.Count() > 0) | |
ErrorEx(string.Format("SEffectManager containing Effect on server."), ErrorExSeverity.WARNING); | |
} | |
// These are intentionally cached, just clear them | |
m_ParamsMap.Clear(); | |
// These might not be intentionally still here, so log how many there are | |
Print("--- SEffectManager Cleanup dump - Begin ------------------------"); | |
Print(string.Format("Effect count: %1", m_EffectsMap.Count())); | |
// Best to call the unregister event before clearing the map | |
// In case some ref is still being held elsewhere and will still be kept alive | |
foreach (int id, Effect eff : m_EffectsMap) | |
{ | |
eff.Event_OnUnregistered(); | |
Print(string.Format( "%1 :: %2 :: %3", eff, typename.EnumToString(EffectType, eff.GetEffectType()), eff.GetDebugName() )); | |
} | |
Print("--- SEffectManager Cleanup dump - End --------------------------"); | |
// Now we can clear it | |
m_EffectsMap.Clear(); | |
// Reset the state | |
m_HighestFreeEffectID = 1; | |
Event_OnFrameUpdate.Clear(); | |
m_IsCleanup = false; | |
} | |
//@} | |
} |