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class HandStartHidingAnimated extends HandStartAction |
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{ |
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void HandStartHidingAnimated(Man player = null, HandStateBase parent = null, WeaponActions action = WeaponActions.NONE, int actionType = -1) |
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{ } |
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override void OnEntry(HandEventBase e) |
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{ |
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super.OnEntry(e); |
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} |
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override void OnAbort(HandEventBase e) |
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{ |
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super.OnAbort(e); |
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} |
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override void OnExit(HandEventBase e) |
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{ |
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super.OnExit(e); |
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} |
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override bool IsWaitingForActionFinish() { return m_ActionType == -1; } |
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}; |
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class HandAnimatedMoveToDst_W4T extends HandStartAction |
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{ |
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ref InventoryLocation m_Dst; |
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override void OnEntry(HandEventBase e) |
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{ |
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Man player = e.m_Player; |
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if (m_Dst && m_Dst.IsValid()) |
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{ |
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EntityAI item = m_Dst.GetItem(); |
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InventoryLocation src = new InventoryLocation; |
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if (item.GetInventory().GetCurrentInventoryLocation(src)) |
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{ |
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if (GameInventory.LocationCanMoveEntity(src, m_Dst)) |
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{ |
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GameInventory.LocationSyncMoveEntity(src, m_Dst); |
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player.OnItemInHandsChanged(); |
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} |
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else |
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{ |
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#ifdef DEVELOPER |
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if ( LogManager.IsInventoryHFSMLogEnable() ) |
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{ |
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Debug.InventoryHFSMLog("[hndfsm] HandAnimatedMoveToDst_W4T - not allowed"); |
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} |
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#endif |
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} |
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} |
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else |
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Error("[hndfsm] " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " HandAnimatedMoveToDst_W4T - item " + item + " has no Inventory or Location, inv=" + item.GetInventory()); |
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} |
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else |
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Error("[hndfsm] HandAnimatedMoveToDst_W4T - event has no valid m_Dst"); |
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super.OnEntry(e); |
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} |
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override void OnAbort(HandEventBase e) |
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{ |
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m_Dst = null; |
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super.OnAbort(e); |
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} |
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override void OnExit(HandEventBase e) |
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{ |
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m_Dst = null; |
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super.OnExit(e); |
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} |
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override bool IsWaitingForActionFinish() { return true; } |
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}; |
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class HandAnimatedMovingToAtt extends HandStateBase |
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{ |
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EntityAI m_Entity; |
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ref HandStartHidingAnimated m_Hide; |
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ref HandAnimatedMoveToDst_W4T m_Show; |
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ref InventoryLocation m_ilEntity; |
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void HandAnimatedMovingToAtt(Man player = null, HandStateBase parent = null) |
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{ |
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m_Hide = new HandStartHidingAnimated(player, this, WeaponActions.HIDE, -1); |
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m_Show = new HandAnimatedMoveToDst_W4T(player, this, WeaponActions.SHOW, -1); |
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HandEventBase _fin_ = new HandEventHumanCommandActionFinished; |
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HandEventBase _AEh_ = new HandAnimEventChanged; |
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m_FSM = new HandFSM(this); |
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m_FSM.AddTransition(new HandTransition( m_Hide, _AEh_, m_Show )); |
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m_FSM.AddTransition(new HandTransition( m_Show, _fin_, null )); |
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m_FSM.SetInitialState(m_Hide); |
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} |
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override void OnEntry(HandEventBase e) |
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{ |
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m_Entity = e.GetSrcEntity(); |
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HandEventMoveTo ev_move = HandEventMoveTo.Cast(e); |
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if (ev_move) |
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{ |
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m_Show.m_Dst = ev_move.GetDst(); |
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m_Hide.m_ActionType = ev_move.GetAnimationID(); |
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m_Show.m_ActionType = ev_move.GetAnimationID(); |
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m_ilEntity = m_Show.m_Dst; |
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e.m_Player.GetHumanInventory().AddInventoryReservationEx(m_Entity, m_ilEntity, GameInventory.c_InventoryReservationTimeoutShortMS); |
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} |
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super.OnEntry(e); |
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} |
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override void OnAbort(HandEventBase e) |
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{ |
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if ( !GetGame().IsDedicatedServer()) |
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{ |
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e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Entity, m_ilEntity); |
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} |
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else |
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{ |
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GetGame().ClearJunctureEx(e.m_Player, m_Entity); |
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} |
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m_Entity = null; |
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m_ilEntity = null; |
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super.OnAbort(e); |
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} |
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override void OnExit(HandEventBase e) |
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{ |
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if ( !GetGame().IsDedicatedServer()) |
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{ |
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e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Entity, m_ilEntity); |
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} |
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m_Entity = null; |
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m_ilEntity = null; |
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super.OnExit(e); |
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} |
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}; |
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