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KF2-Dev-Scripts/KFGameContent/Classes/KFSM_Matriarch_TeslaBlast.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFSM_Matriarch_TeslaBlast
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 2019 Tripwire Interactive LLC
//=============================================================================
class KFSM_Matriarch_TeslaBlast extends KFSM_PlaySingleAnim;
/** Wind Up animation name */
var Name WindUpAnimName;
/** Wind Down animation name */
var Name WindDownAnimName;
/** Max distance between the Matriarch and the current victim target */
var float MaxVictimDistance;
var name ShootingSocketName;
var KFPawn_ZedMatriarch MyMatPawn;
/** Notification called when Special Move starts */
function SpecialMoveStarted(bool bForced, Name PrevMove)
{
super.SpecialMoveStarted(bForced, PrevMove);
PlayWindUpAnimation();
MyMatPawn = KFPawn_ZedMatriarch(KFPOwner);
MyMatPawn.SetGunTracking(true);
MyMatPawn.PlayTeslaBlastDialog();
}
/** Play the wind down if we have to */
function SpecialMoveFlagsUpdated()
{
switch (KFPOwner.SpecialMoveFlags)
{
case 1:
PlayFireAnim();
break;
case 2:
KFPOwner.EndSpecialMove();
break;
}
}
function AnimEndNotify(AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)
{
switch (DeferredSeqName)
{
case WindUpAnimName:
if (KFPOwner.Role == ROLE_Authority)
{
// Do the beam check on the authority and then re-do the special move with new flags,
// which will cause the flags to be replicated and caught by SpecialMoveFlagsUpdated
if (PrefireBeamCheck())
{
KFPOwner.DoSpecialMove(SM_StandAndShootAttack, true,, 1);
}
else
{
KFPOwner.DoSpecialMove(SM_StandAndShootAttack, true,, 2);
}
}
break;
case AnimName:
KFPOwner.EndSpecialMove();
break;
}
}
function bool PrefireBeamCheck()
{
local Actor HitActor;
local vector SocketLocation, HitLocation, HitNormal, ToEnemy, TraceEnd, GunTargetBoneLocation;
local rotator SocketRotation;
PawnOwner.Mesh.GetSocketWorldLocationAndRotation(ShootingSocketName, SocketLocation, SocketRotation);
GunTargetBoneLocation = KFPOwner.Controller.Enemy.Mesh.GetBoneLocation(MyMatPawn.GunTargetBoneName);
ToEnemy = Normal(GunTargetBoneLocation - SocketLocation);
TraceEnd = SocketLocation + ToEnemy * MaxVictimDistance;
HitActor = PawnOwner.Trace(HitLocation, HitNormal, TraceEnd, SocketLocation, true);
return KFPawn(HitActor) != none;
}
/** Overridden to do nothing */
function PlayAnimation();
/** Plays our wind up anim, starts the barrel spin skel controller */
function PlayWindUpAnimation()
{
// bUseRootMotion = true; ?
// EnableRootMotion(); ??
// Zero movement
KFPOwner.ZeroMovementVariables();
PlaySpecialMoveAnim(WindUpAnimName, EAS_FullBody, BlendInTime, BlendOutTime, 1.f);
}
/** Plays our fire animation, starts weapon fire */
function PlayFireAnim()
{
PlaySpecialMoveAnim(AnimName, EAS_FullBody, 0.1f, 0.2f);
// Zero movement
KFPOwner.ZeroMovementVariables();
// Start firing
if (KFPOwner.Role == ROLE_Authority || KFPOwner.IsLocallyControlled())
{
KFPOwner.Weapon.StartFire(0);
}
}
/** Plays our wind down animation, stops firing, disables barrel spin skel controller */
function PlayWindDownAnim()
{
// Sync weapon state
if( KFPOwner.Weapon != none && !KFPOwner.Weapon.IsInState('Active') )
{
KFPOwner.StopFiring();
KFPOwner.Weapon.GotoState('Active');
}
// Zero movement
KFPOwner.ZeroMovementVariables();
PlaySpecialMoveAnim(WindDownAnimName, EAS_FullBody, BlendInTime, BlendOutTime, 1.f);
}
function SpecialMoveEnded(Name PrevMove, Name NextMove)
{
super.SpecialMoveEnded(PrevMove, NextMove);
MyMatPawn.SetGunTracking(false);
}
defaultproperties
{
MaxVictimDistance=2500.f
// SpecialMove
Handle=KFSM_Matriarch_TeslaBlast
bDisableSteering=false
bDisableMovement=true
bCanBeInterrupted=false
bAllowFireAnims=true
bShouldDeferToPostTick=true // enables AnimEndNotify
ShootingSocketName=Hand_FX_End_L
// Animation
WindUpAnimName=Tesla_Blast_TO_Load
WindDownAnimName=Tesla_Blast_TO_Idle
AnimName=Tesla_Blast_Shoot
}