#include "Runtime/Weapon/CGunController.hpp" #include "Runtime/CStateManager.hpp" #include "Runtime/Character/CCharLayoutInfo.hpp" #include "Runtime/Character/CPASAnimParmData.hpp" namespace urde { void CGunController::LoadFidgetAnimAsync(CStateManager& mgr, s32 type, s32 gunId, s32 animSet) { x30_fidget.LoadAnimAsync(*x0_modelData.GetAnimationData(), type, gunId, animSet, mgr); } void CGunController::EnterFidget(CStateManager& mgr, s32 type, s32 gunId, s32 animSet) { x54_curAnimId = x30_fidget.SetAnim(*x0_modelData.GetAnimationData(), type, gunId, animSet, mgr); x50_gunState = EGunState::Fidget; } void CGunController::EnterFreeLook(CStateManager& mgr, s32 gunId, s32 setId) { if (x50_gunState != EGunState::ComboFire && !x58_25_enteredComboFire) x54_curAnimId = x4_freeLook.SetAnim(*x0_modelData.GetAnimationData(), gunId, setId, 0, mgr, 0.f); else x4_freeLook.SetLoopState(x1c_comboFire.GetLoopState()); x50_gunState = EGunState::FreeLook; } void CGunController::EnterComboFire(CStateManager& mgr, s32 gunId) { if (x50_gunState != EGunState::FreeLook) x54_curAnimId = x1c_comboFire.SetAnim(*x0_modelData.GetAnimationData(), gunId, 0, mgr, 0.f); else x1c_comboFire.SetLoopState(x4_freeLook.GetLoopState()); x50_gunState = EGunState::ComboFire; x58_25_enteredComboFire = true; } void CGunController::EnterStruck(CStateManager& mgr, float angle, bool bigStrike, bool b2) { switch (x50_gunState) { case EGunState::Default: case EGunState::ComboFire: case EGunState::Idle: case EGunState::Strike: case EGunState::BigStrike: return; case EGunState::FreeLook: x4_freeLook.SetIdle(true); break; default: break; } const CPASDatabase& pasDatabase = x0_modelData.GetAnimationData()->GetCharacterInfo().GetPASDatabase(); CPASAnimParmData parms(2, CPASAnimParm::FromInt32(x4_freeLook.GetGunId()), CPASAnimParm::FromReal32(angle), CPASAnimParm::FromBool(bigStrike), CPASAnimParm::FromBool(b2)); std::pair anim = pasDatabase.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1); x0_modelData.GetAnimationData()->EnableLooping(false); CAnimPlaybackParms aparms(anim.second, -1, 1.f, true); x0_modelData.GetAnimationData()->SetAnimation(aparms, false); x54_curAnimId = anim.second; x58_25_enteredComboFire = false; x50_gunState = bigStrike ? EGunState::BigStrike : EGunState::Strike; } void CGunController::EnterIdle(CStateManager& mgr) { CPASAnimParm parm = CPASAnimParm::NoParameter(); switch (x50_gunState) { case EGunState::FreeLook: parm = CPASAnimParm::FromEnum(1); x4_freeLook.SetIdle(true); break; case EGunState::ComboFire: parm = CPASAnimParm::FromEnum(1); x1c_comboFire.SetIdle(true); break; default: return; } const CPASDatabase& pasDatabase = x0_modelData.GetAnimationData()->GetCharacterInfo().GetPASDatabase(); CPASAnimParmData parms(5, parm); std::pair anim = pasDatabase.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1); x0_modelData.GetAnimationData()->EnableLooping(false); CAnimPlaybackParms aparms(anim.second, -1, 1.f, true); x0_modelData.GetAnimationData()->SetAnimation(aparms, false); x54_curAnimId = anim.second; x50_gunState = EGunState::Idle; x58_25_enteredComboFire = false; } bool CGunController::Update(float dt, CStateManager& mgr) { CAnimData& animData = *x0_modelData.GetAnimationData(); switch (x50_gunState) { case EGunState::FreeLook: { x58_24_animDone = x4_freeLook.Update(animData, dt, mgr); if (!x58_24_animDone || !x58_25_enteredComboFire) break; EnterComboFire(mgr, x4_freeLook.GetGunId()); x58_24_animDone = false; break; } case EGunState::ComboFire: x58_24_animDone = x1c_comboFire.Update(animData, dt, mgr); break; case EGunState::Fidget: x58_24_animDone = x30_fidget.Update(animData, dt, mgr); break; case EGunState::Strike: { if (animData.IsAnimTimeRemaining(0.001f, "Whole Body")) break; x54_curAnimId = x4_freeLook.SetAnim(animData, x4_freeLook.GetGunId(), x4_freeLook.GetSetId(), 0, mgr, 0.f); x50_gunState = EGunState::FreeLook; break; } case EGunState::BigStrike: x58_24_animDone = !animData.IsAnimTimeRemaining(0.001f, "Whole Body"); break; default: break; } if (!x58_24_animDone) return false; x50_gunState = EGunState::Inactive; x58_25_enteredComboFire = false; return true; } void CGunController::ReturnToDefault(CStateManager& mgr, float dt, bool setState) { CAnimData& animData = *x0_modelData.GetAnimationData(); switch (x50_gunState) { case EGunState::Strike: x50_gunState = EGunState::FreeLook; [[fallthrough]]; case EGunState::Idle: x4_freeLook.SetIdle(false); [[fallthrough]]; case EGunState::FreeLook: if (setState) break; x54_curAnimId = x4_freeLook.SetAnim(animData, x4_freeLook.GetGunId(), x4_freeLook.GetSetId(), 2, mgr, dt); x58_25_enteredComboFire = false; break; case EGunState::ComboFire: x54_curAnimId = x1c_comboFire.SetAnim(animData, x1c_comboFire.GetGunId(), 2, mgr, dt); break; case EGunState::Fidget: ReturnToBasePosition(mgr, dt); break; case EGunState::BigStrike: x4_freeLook.SetIdle(false); break; default: break; } if (setState) x50_gunState = EGunState::Default; } void CGunController::ReturnToBasePosition(CStateManager& mgr, float) { const CPASDatabase& pasDatabase = x0_modelData.GetAnimationData()->GetCharacterInfo().GetPASDatabase(); std::pair anim = pasDatabase.FindBestAnimation(CPASAnimParmData(6), *mgr.GetActiveRandom(), -1); x0_modelData.GetAnimationData()->EnableLooping(false); CAnimPlaybackParms parms(anim.second, -1, 1.f, true); x0_modelData.GetAnimationData()->SetAnimation(parms, false); x54_curAnimId = anim.second; x58_25_enteredComboFire = false; } void CGunController::Reset() { x58_24_animDone = true; x58_25_enteredComboFire = false; x50_gunState = EGunState::Inactive; } } // namespace urde