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class BleedingSourcesManagerRemote extends BleedingSourcesManagerBase |
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{ |
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int m_BleedingBits; |
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bool m_ShowDiag; |
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bool m_ShowingDiag; |
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bool m_ShowingDiagDraw; |
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Shape m_Point; |
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bool m_EnableHitIndication = false; |
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override protected void Init() |
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{ |
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super.Init(); |
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if (GetGame().GetMission().GetEffectWidgets()) |
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{ |
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Param3<bool,int,float> par = new Param3<bool,int,float>(true,0,0); |
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GetGame().GetMission().GetEffectWidgets().RegisterGameplayEffectData(EffectWidgetsTypes.BLEEDING_LAYER,par); |
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} |
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} |
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override protected void RegisterBleedingZoneEx(string name, int max_time, string bone = "", vector orientation = "0 0 0", vector offset = "0 0 0", float flow_modifier = 1, string particle_name = "BleedingSourceEffect", int inv_location = 0) |
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{ |
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super.RegisterBleedingZoneEx(name,max_time,bone,orientation,offset,flow_modifier,particle_name,inv_location); |
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if (GetGame().GetMission().GetEffectWidgets()) |
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{ |
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Param3<bool,int,float> par = new Param3<bool,int,float>(false,m_Bit,flow_modifier); |
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GetGame().GetMission().GetEffectWidgets().RegisterGameplayEffectData(EffectWidgetsTypes.BLEEDING_LAYER,par); |
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} |
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} |
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void OnVariablesSynchronized(int current_bits) |
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{ |
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if (current_bits != m_BleedingBits) |
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{ |
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if (m_BleedingBits == 0) |
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{ |
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m_Player.OnBleedingBegin(); |
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} |
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OnBleedingBitsUpdate(m_BleedingBits, current_bits); |
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m_BleedingBits = current_bits; |
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if (m_BleedingBits == 0) |
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{ |
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m_Player.OnBleedingEnd(); |
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} |
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} |
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} |
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void Reload() |
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{ |
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m_BleedingSourceZone.Clear(); |
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m_BitOffset = 0; |
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Init(); |
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int bit_offset = 0; |
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for (int i = 0; i < BIT_INT_SIZE; i++) |
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{ |
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int bit = 1 << bit_offset; |
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bit_offset++; |
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if ( (bit & m_BleedingBits) != 0 ) |
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{ |
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RemoveBleedingSource(bit); |
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AddBleedingSource(bit); |
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} |
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} |
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} |
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override protected void AddBleedingSource(int bit) |
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{ |
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super.AddBleedingSource(bit); |
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if (GetGame().IsMultiplayer()) |
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m_Player.OnBleedingSourceAdded(); |
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} |
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override protected bool RemoveBleedingSource(int bit) |
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{ |
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if (super.RemoveBleedingSource(bit)) |
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{ |
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if (GetGame().IsMultiplayer()) |
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m_Player.OnBleedingSourceRemovedEx(m_Item); |
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return true; |
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} |
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return false; |
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} |
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void OnBleedingBitsUpdate(int old_mask, int new_mask) |
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{ |
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for (int i = 0; i < 32; i++) |
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{ |
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int compare_bit = 1 << i; |
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int new_compare_result_bit = compare_bit & new_mask; |
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int old_compare_result_bit = compare_bit & old_mask; |
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if ( new_compare_result_bit ) |
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{ |
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if ( !(new_compare_result_bit & old_mask)) |
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{ |
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AddBleedingSource(new_compare_result_bit); |
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} |
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} |
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else |
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{ |
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if ( new_compare_result_bit != old_compare_result_bit ) |
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{ |
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RemoveBleedingSource(old_compare_result_bit); |
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} |
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} |
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} |
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} |
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int GetBleedingSourceCountRemote() |
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{ |
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int bleeding_source_count = 0; |
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int pow = 0; |
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for (int i = 0; i < BIT_INT_SIZE ; i++) |
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{ |
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int bit = Math.Pow(2, pow); |
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pow++; |
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if ( (m_BleedingBits & bit) != 0) |
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{ |
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bleeding_source_count++; |
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} |
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} |
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return bleeding_source_count; |
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} |
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void SetDiag(bool value) |
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{ |
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m_ShowDiag = value; |
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return; |
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int boneIdx = m_Player.GetBoneIndexByName("RightArmExtra"); |
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if ( boneIdx != -1 ) |
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{ |
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Object linkedObject = GetGame().CreateObject("Ammo_ArrowBolt", "0 0 0"); |
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BleedingSourceEffect eff = new BleedingSourceEffect(); |
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eff.SetAutodestroy(true); |
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SEffectManager.PlayInWorld( eff, "0 0 0" ); |
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Particle p = eff.GetParticle(); |
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m_Player.AddChild(p, boneIdx); |
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m_Player.AddChild(linkedObject, boneIdx); |
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} |
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} |
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void OnUpdate() |
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{ |
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#ifndef NO_GUI |
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if (m_ShowDiag) |
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{ |
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DisplayDebug(); |
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DisplayVisualDebug(); |
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} |
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else if ( m_ShowingDiag || m_ShowingDiagDraw ) |
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{ |
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if (m_ShowingDiag) |
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CleanDebug(); |
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if (m_ShowingDiagDraw) |
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CleanVisualDebug(); |
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} |
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#endif |
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} |
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void DisplayDebug() |
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{ |
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m_ShowingDiag = true; |
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DbgUI.BeginCleanupScope(); |
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DbgUI.Begin("Bleeding Sources", 50, 50); |
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int pow = 0; |
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bool anyBleedingSourceActive = false; |
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for (int i = 0; i < BIT_INT_SIZE ; i++) |
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{ |
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int bit = Math.Pow(2, pow); |
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pow++; |
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if ( (m_BleedingBits & bit) != 0) |
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{ |
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BleedingSourceZone bsz = GetBleedingSourceMeta(bit); |
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string name = GetSelectionNameFromBit(bit); |
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string slot_name = InventorySlots.GetSlotName(bsz.GetInvLocation()); |
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DbgUI.Text(name + "| slot name: "+ slot_name); |
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anyBleedingSourceActive = true; |
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} |
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} |
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if (!anyBleedingSourceActive) |
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{ |
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DbgUI.Text("Currently no bleeding sources are active."); |
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} |
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DbgUI.End(); |
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DbgUI.EndCleanupScope(); |
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} |
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void CleanDebug() |
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{ |
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m_ShowingDiag = false; |
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DbgUI.BeginCleanupScope(); |
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DbgUI.Begin("Bleeding Sources", 50, 50); |
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DbgUI.End(); |
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DbgUI.EndCleanupScope(); |
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} |
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void DisplayVisualDebug() |
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{ |
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m_ShowingDiagDraw = true; |
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int bsCount = m_BleedingSources.Count(); |
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for (int i = 0; i < bsCount; ++i) |
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{ |
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m_BleedingSources.GetElement(i).DrawDebugShape(); |
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} |
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} |
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void CleanVisualDebug() |
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{ |
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m_ShowingDiagDraw = false; |
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int bsCount = m_BleedingSources.Count(); |
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for (int i = 0; i < bsCount; ++i) |
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{ |
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m_BleedingSources.GetElement(i).RemoveDebugShape(); |
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} |
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} |
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} |