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class DayZIntroScenePC : DayZIntroScene |
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{ |
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protected bool m_EnableClick; |
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protected bool m_RotatingCharacter; |
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protected int m_RotatingCharacterMouseX; |
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protected int m_RotatingCharacterMouseY; |
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protected float m_RotatingCharacterRot; |
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protected float m_Radius; |
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protected float m_Radius_original; |
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protected float m_DiffX; |
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protected float m_DeltaX; |
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protected float m_DeltaZ; |
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protected float m_Angle; |
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protected float m_Angle_offset = 0; |
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protected float m_NewX = 0; |
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protected float m_NewZ = 0; |
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protected float m_BlurValue; |
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protected ref OptionsMenu m_optmenu; |
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void DayZIntroScenePC() |
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{ |
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SetClickEnable( true ); |
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m_DeltaX = Math.AbsFloat(m_CharacterPos[0] - m_Camera.GetPosition()[0]); |
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m_DeltaZ = Math.AbsFloat(m_CharacterPos[2] - m_Camera.GetPosition()[2]); |
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if (!m_Radius || m_Radius == 0) |
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{ |
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m_Radius = Math.Sqrt (Math.Pow(m_DeltaX, 2) + Math.Pow(m_DeltaZ, 2)); |
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m_Radius_original = m_Radius; |
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} |
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} |
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protected override void SetInitPostprocesses() |
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{ |
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super.SetInitPostprocesses(); |
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PPERequester_MenuEffects requester; |
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Class.CastTo(requester,PPERequesterBank.GetRequester(PPERequester_MenuEffects)); |
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requester.SetVignetteIntensity(0.5); |
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} |
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void SetClickEnable( bool enable ) |
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{ |
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m_EnableClick = enable; |
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} |
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bool IsClickEnabled() |
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{ |
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return m_EnableClick; |
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} |
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void CharacterRotationStart() |
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{ |
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m_RotatingCharacter = true; |
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GetMousePos(m_RotatingCharacterMouseX, m_RotatingCharacterMouseY); |
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if (m_Character) |
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{ |
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m_RotatingCharacterRot = m_CharacterRot[0]; |
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} |
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} |
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void CharacterRotationStop() |
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{ |
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if (m_RotatingCharacter) |
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{ |
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m_RotatingCharacter = false; |
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} |
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} |
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bool IsRotatingCharacter() |
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{ |
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return m_RotatingCharacter; |
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} |
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void CharacterRotate() |
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{ |
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if (m_Character && m_Character.GetCharacterObj()) |
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{ |
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int actual_mouse_x; |
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int actual_mouse_y; |
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float coef; |
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GetMousePos(actual_mouse_x, actual_mouse_y); |
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m_DiffX = m_RotatingCharacterMouseX - actual_mouse_x; |
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coef = ( m_RotatingCharacterRot + (m_DiffX * 0.5) ) / 360; |
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coef = coef - Math.Floor(coef); |
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m_CharacterRot[0] = coef * 360; |
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m_Character.GetCharacterObj().SetOrientation(m_CharacterRot); |
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} |
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} |
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void Update() |
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{ |
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if (m_Character && m_RotatingCharacter) |
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{ |
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CharacterRotate(); |
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} |
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} |
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}; |
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