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class InventoryActionHandler |
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{ |
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ActionBase m_action; |
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ActionTarget m_target; |
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ItemBase m_mainItem; |
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bool m_useItemInHands; |
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PlayerBase m_player; |
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bool m_isActive; |
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vector m_actionStartPos; |
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const float MIN_DISTANCE_TO_INTERRUPT = 1.0; |
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const int IAH_SINGLE_USE = 1; |
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const int IAH_CONTINUOUS = 2; |
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void InventoryActionHandler(PlayerBase player) |
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{ |
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m_player = player; |
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m_isActive = false; |
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m_action = null; |
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m_target = null; |
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m_mainItem = null; |
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m_useItemInHands = false; |
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} |
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void SetAction(ActionBase action, ItemBase target_item, ItemBase main_item ) |
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{ |
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Object target_parent = null; |
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if(target_item) |
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{ |
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target_parent = target_item.GetHierarchyParent(); |
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} |
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ActionTarget at = new ActionTarget(target_item, target_parent, -1, vector.Zero, -1); |
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SetAction(action, at, main_item ); |
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} |
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void SetAction(ActionBase action, ActionTarget target, ItemBase main_item ) |
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{ |
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ActionManagerClient mngr; |
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Class.CastTo(mngr, m_player.GetActionManager()); |
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m_action = action; |
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m_target = target; |
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m_mainItem = main_item; |
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ItemBase itemInHand = m_player.GetItemInHands(); |
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m_useItemInHands = main_item == itemInHand; |
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m_actionStartPos = m_player.GetPosition(); |
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m_isActive = true; |
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mngr.ForceTarget(m_target.GetObject()); |
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GetGame().GetMission().HideInventory(); |
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} |
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bool IsActiveAction() |
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{ |
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return m_isActive; |
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} |
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void OnUpdate() |
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{ |
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if( !m_isActive ) return; |
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if( m_player.IsRaised() || m_player.GetCommand_Melee() ) |
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{ |
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DeactiveAction(); |
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return; |
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} |
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if( GetGame().IsInventoryOpen() ) |
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{ |
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DeactiveAction(); |
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return; |
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} |
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if (m_useItemInHands) |
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{ |
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ItemBase handItem = m_player.GetItemInHands(); |
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if( handItem != m_mainItem ) |
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{ |
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DeactiveAction(); |
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return; |
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} |
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} |
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if( Math.AbsFloat( vector.Distance(m_actionStartPos, m_player.GetPosition())) > MIN_DISTANCE_TO_INTERRUPT ) |
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{ |
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DeactiveAction(); |
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return; |
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} |
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} |
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void DeactiveAction() |
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{ |
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if( !m_isActive ) return; |
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m_isActive = false; |
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ActionManagerClient mngr; |
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Class.CastTo(mngr, m_player.GetActionManager()); |
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mngr.EjectAction(m_action); |
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mngr.ClearForceTarget(); |
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m_player.GetCraftingManager().ResetInventoryCraft(); |
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m_action = null; |
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m_target = null; |
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m_mainItem = null; |
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m_useItemInHands = false; |
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} |
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} |
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