metaforce/Runtime/Weapon/CGunController.hpp

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#ifndef __URDE_CGUNCONTROLLER_HPP__
#define __URDE_CGUNCONTROLLER_HPP__
#include "Character/CModelData.hpp"
#include "CGSFreeLook.hpp"
#include "CGSComboFire.hpp"
#include "CGSFidget.hpp"
namespace urde
{
enum class EGunState
{
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Inactive,
Default,
FreeLook,
ComboFire,
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Idle,
Fidget,
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Strike,
BigStrike
};
class CGunController
{
CModelData& x0_modelData;
CGSFreeLook x4_freeLook;
CGSComboFire x1c_comboFire;
CGSFidget x30_fidget;
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EGunState x50_gunState = EGunState::Inactive;
s32 x54_curAnimId = -1;
bool x58_24_animDone : 1;
bool x58_25_enteredComboFire : 1;
public:
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CGunController(CModelData& modelData)
: x0_modelData(modelData)
{
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x58_24_animDone = true;
x58_25_enteredComboFire = false;
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}
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void UnLoadFidget() { x30_fidget.UnLoadAnim(); }
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void LoadFidgetAnimAsync(CStateManager& mgr, s32 type, s32 gunId, s32 animSet);
void EnterFidget(CStateManager& mgr, s32 type, s32 gunId, s32 animSet);
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bool IsFidgetLoaded() const { return x30_fidget.IsAnimLoaded(); }
s32 GetFreeLookSetId() const { return x4_freeLook.GetSetId(); }
bool IsComboOver() const { return x1c_comboFire.IsComboOver(); }
void EnterFreeLook(CStateManager& mgr, s32 gunId, s32 setId);
void EnterComboFire(CStateManager& mgr, s32 gunId);
void EnterStruck(CStateManager& mgr, float angle, bool bigStrike, bool b2);
void EnterIdle(CStateManager& mgr);
bool Update(float dt, CStateManager& mgr);
void ReturnToDefault(CStateManager& mgr, float dt, bool setState);
void ReturnToBasePosition(CStateManager&, float);
void Reset();
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s32 GetCurAnimId() const { return x54_curAnimId; }
};
}
#endif // __URDE_CGUNCONTROLLER_HPP__