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class DayZIntroScene : Managed |
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{ |
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protected ref IntroSceneCharacter m_Character; |
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protected Camera m_Camera; |
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protected vector m_CameraTrans[4]; |
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protected vector m_CharacterPos; |
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protected vector m_CharacterRot; |
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protected Weather m_Weather; |
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protected vector m_Target; |
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protected ref OptionsMenu m_OptionsMenu; |
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void DayZIntroScene() |
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{ |
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string root_path = "cfgCharacterScenes " + g_Game.GetWorldName(); |
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int count = g_Game.ConfigGetChildrenCount(root_path); |
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int index = Math.RandomInt(0, count - 1); |
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string childName; |
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g_Game.ConfigGetChildName(root_path, index, childName); |
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string scene_path = root_path + " " + childName; |
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m_Target = SwapYZ(g_Game.ConfigGetVector(scene_path + " target")); |
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vector position = SwapYZ(g_Game.ConfigGetVector(scene_path + " position")); |
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TIntArray date = new TIntArray; |
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TFloatArray storm = new TFloatArray; |
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g_Game.ConfigGetIntArray(scene_path + " date", date); |
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float fov = g_Game.ConfigGetFloat(scene_path + " fov"); |
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float overcast = g_Game.ConfigGetFloat(scene_path + " overcast"); |
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float rain = g_Game.ConfigGetFloat(scene_path + " rain"); |
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float fog = g_Game.ConfigGetFloat(scene_path + " fog"); |
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float windspeed = -1; |
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if ( g_Game.ConfigIsExisting(scene_path + " windspeed") ) windspeed = g_Game.ConfigGetFloat(scene_path + " windspeed"); |
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g_Game.ConfigGetFloatArray(scene_path + " storm", storm); |
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World world = g_Game.GetWorld(); |
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if (world && date.Count() >= 5) |
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{ |
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world.SetDate(date.Get(0), date.Get(1), date.Get(2), date.Get(3), date.Get(4)); |
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} |
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GetGame().ObjectDelete( m_Camera ); |
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Class.CastTo(m_Camera, g_Game.CreateObject("staticcamera", SnapToGround(position), true)); |
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Math3D.MatrixIdentity4(m_CameraTrans); |
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if (m_Camera) |
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{ |
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m_Camera.LookAt(m_Target); |
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m_Camera.SetFOV(fov); |
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m_Camera.SetFocus(5.0, 0.0); |
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m_Camera.SetActive(true); |
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Math3D.DirectionAndUpMatrix(m_Target - SnapToGround(position), "0 1 0", m_CameraTrans); |
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m_CameraTrans[3] = m_Camera.GetPosition(); |
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m_CharacterPos = Vector(0.685547, -0.988281, 3.68823).Multiply4(m_CameraTrans); |
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float pos_x = m_CharacterPos[0]; |
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float pos_z = m_CharacterPos[2]; |
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float pos_y = GetGame().SurfaceY(pos_x, pos_z); |
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vector ground_demo_pos = Vector(pos_x, pos_y, pos_z); |
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m_CharacterPos = ground_demo_pos; |
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vector to_cam_dir = m_Camera.GetPosition() - m_CharacterPos; |
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m_CharacterRot[0] = Math.Atan2(to_cam_dir[0], to_cam_dir[2]) * Math.RAD2DEG; |
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} |
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m_Weather = g_Game.GetWeather(); |
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m_Weather.GetOvercast().SetLimits( overcast, overcast ); |
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m_Weather.GetRain().SetLimits( rain, rain ); |
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m_Weather.GetFog().SetLimits( fog, fog ); |
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m_Weather.GetOvercast().Set( overcast, 0, 0); |
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m_Weather.GetRain().Set( rain, 0, 0); |
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m_Weather.GetFog().Set( fog, 0, 0); |
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if ( storm.Count() == 3 ) |
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{ |
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m_Weather.SetStorm(storm.Get(0),storm.Get(1),storm.Get(2)); |
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} |
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if ( windspeed != -1 ) |
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{ |
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m_Weather.SetWindSpeed(windspeed); |
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m_Weather.SetWindMaximumSpeed(windspeed); |
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m_Weather.SetWindFunctionParams(1,1,1); |
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} |
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m_Character = new IntroSceneCharacter(); |
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m_Character.LoadCharacterData(m_CharacterPos, m_CharacterRot); |
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PPEffects.Init(); |
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GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(SetInitPostprocesses); |
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} |
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void ~DayZIntroScene() |
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{ |
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if (PPEManagerStatic.GetPPEManager()) |
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PPEManagerStatic.GetPPEManager().StopAllEffects(PPERequesterCategory.ALL); |
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} |
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IntroSceneCharacter GetIntroCharacter() |
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{ |
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return m_Character; |
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} |
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Camera GetIntroCamera() |
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{ |
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return m_Camera; |
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} |
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void ResetIntroCamera() |
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{ |
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if ( GetIntroCharacter().GetCharacterObj() ) |
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{ |
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GetIntroCamera().LookAt( GetIntroCharacter().GetPosition() + Vector( 0, 1, 0 ) ); |
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} |
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} |
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protected void SetInitPostprocesses() |
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{ |
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PPERequesterBank.GetRequester(PPERequester_BurlapSackEffects).Stop(); |
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} |
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protected void GetSelectedUserName() |
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{ |
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string name; |
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BiosUserManager user_manager = GetGame().GetUserManager(); |
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if( user_manager ) |
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{ |
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BiosUser user = user_manager.GetSelectedUser(); |
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if( user ) |
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{ |
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g_Game.SetPlayerGameName( user.GetName() ); |
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return; |
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} |
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} |
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g_Game.SetPlayerGameName(GameConstants.DEFAULT_CHARACTER_NAME); |
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} |
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protected vector SwapYZ(vector vec) |
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{ |
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vector tmp; |
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tmp[0] = vec[0]; |
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tmp[1] = vec[2]; |
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tmp[2] = vec[1]; |
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return tmp; |
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} |
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protected vector SnapToGround(vector pos) |
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{ |
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float pos_x = pos[0]; |
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float pos_z = pos[2]; |
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float pos_y = GetGame().SurfaceY(pos_x, pos_z); |
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vector tmp_pos = Vector(pos_x, pos_y, pos_z); |
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tmp_pos[1] = tmp_pos[1] + pos[1]; |
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return tmp_pos; |
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} |
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}; |
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