mirror of https://github.com/AxioDL/metaforce.git
90 lines
2.9 KiB
C++
90 lines
2.9 KiB
C++
#include "CGunMotion.hpp"
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#include "WeaponCommon.hpp"
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#include "CStateManager.hpp"
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#include "Character/CPASAnimParmData.hpp"
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namespace urde {
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CGunMotion::CGunMotion(CAssetId ancsId, const zeus::CVector3f& scale)
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: x0_modelData(CAnimRes(ancsId, 0, scale, 0, false), 1), x4c_gunController(x0_modelData) {
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xb8_24_animPlaying = false;
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LoadAnimations();
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}
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void CGunMotion::LoadAnimations() {
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NWeaponTypes::get_token_vector(*x0_modelData.AnimationData(), 0, 14, xa8_anims, true);
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}
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bool CGunMotion::PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle, bool bigStrike) {
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const CPASDatabase& pas = x0_modelData.GetAnimationData()->GetCharacterInfo().GetPASDatabase();
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s32 animId = -1;
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bool loop = true;
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switch (state) {
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case SamusGun::EAnimationState::Wander: {
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CPASAnimParmData parms((s32(state)));
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auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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animId = anim.second;
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break;
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}
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case SamusGun::EAnimationState::Idle: {
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CPASAnimParmData parms(s32(state), CPASAnimParm::FromEnum(0));
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auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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animId = anim.second;
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break;
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}
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case SamusGun::EAnimationState::Struck: {
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CPASAnimParmData parms(s32(state), CPASAnimParm::FromInt32(0), CPASAnimParm::FromReal32(angle),
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CPASAnimParm::FromBool(bigStrike), CPASAnimParm::FromBool(false));
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auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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animId = anim.second;
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loop = false;
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break;
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}
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case SamusGun::EAnimationState::FreeLook:
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x4c_gunController.EnterFreeLook(mgr, 0, -1);
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break;
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case SamusGun::EAnimationState::ComboFire:
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x4c_gunController.EnterComboFire(mgr, 0);
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break;
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default:
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break;
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}
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if (animId != -1) {
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x0_modelData.AnimationData()->EnableLooping(loop);
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CAnimPlaybackParms aparms(animId, -1, 1.f, true);
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x0_modelData.AnimationData()->SetAnimation(aparms, false);
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}
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return loop;
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}
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void CGunMotion::ReturnToDefault(CStateManager& mgr, bool setState) {
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x4c_gunController.ReturnToDefault(mgr, 0.f, setState);
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}
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void CGunMotion::BasePosition(bool bigStrikeReset) {
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x0_modelData.AnimationData()->EnableLooping(false);
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CAnimPlaybackParms aparms(bigStrikeReset ? 6 : 0, -1, 1.f, true);
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x0_modelData.AnimationData()->SetAnimation(aparms, false);
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}
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void CGunMotion::EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2) {
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xb8_24_animPlaying = true;
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x4c_gunController.EnterFidget(mgr, s32(type), 0, parm2);
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}
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void CGunMotion::Update(float dt, CStateManager& mgr) {
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x0_modelData.AdvanceAnimation(dt, mgr, kInvalidAreaId, true);
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if (x4c_gunController.Update(dt, mgr))
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xb8_24_animPlaying = false;
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}
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void CGunMotion::Draw(const CStateManager& mgr, const zeus::CTransform& xf) const {
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CModelFlags flags(0, 0, 3, zeus::skWhite);
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x0_modelData.Render(mgr, xf, nullptr, flags);
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}
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} // namespace urde
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