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