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

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2022-09-01 15:58:51 +00:00
//=============================================================================
// KFWeapAttach_Scythe
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 2022 Tripwire Interactive LLC
//=============================================================================
class KFWeapAttach_Scythe extends KFWeaponAttachment;
var const float UnfoldBlendingDuration;
var const float UnfoldedAnimRateModifier;
const FoldAnim = 'Clean_NoBlood';
var AnimTree CustomAnimTree;
var AnimNodeBlendPerBone FoldBlendNode;
var transient bool bIsFolded;
event PreBeginPlay()
{
Super.PreBeginPlay();
// Override the animtree. Doing this here (before AttachTo) instead of in defaultprops
// avoids an undesired call to our owning Pawn's PostInitAnimTree
if ( CustomAnimTree != None )
{
WeapMesh.SetAnimTreeTemplate(CustomAnimTree);
WeapAnimNode = AnimNodeSequence(WeapMesh.FindAnimNode('WeaponSeq'));
FoldBlendNode = AnimNodeBlendPerBone(WeapMesh.FindAnimNode('FoldBlendNode'));
// The special event might have arrived before the attachment is created, but it's updated in the owner, so copy the state here...
if (KFPawn(Owner) != none && FoldBlendNode != none)
{
bIsFolded = KFPawn(Owner).WeaponSpecialAction == 0;
FoldBlendNode.SetBlendTarget(bIsFolded ? 1.0f : 0.0f, 0.f);
}
}
}
simulated function ChangeMode()
{
bIsFolded = !bIsFolded;
// FoldControl = SkelControlSingleBone( WeapMesh.FindSkelControl('FoldControl') );
if( FoldBlendNode != none )
{
FoldBlendNode.SetBlendTarget( bIsFolded ? 1.0f : 0.0f, 0.0f );
}
}
/** Called from the pawn when our first person weapon changes states */
simulated function UpdateThirdPersonWeaponAction(EWeaponState NewWeaponState, KFPawn P, byte ThirdPersonAnimRateByte )
{
Super.UpdateThirdPersonWeaponAction(NewWeaponState, P, ThirdPersonAnimRate);
if (NewWeaponState == WEP_Cleaning)
{
if (WeapAnimNode != none)
{
if (WeapAnimNode.AnimSeq == none)
{
WeapAnimNode.SetAnim(FoldAnim);
}
WeapAnimNode.PlayAnim();
}
}
}
simulated function ANIMNOTIFY_ShellEject()
{
ChangeMode();
}
/**
* Plays a split (upper and lower body) animation on the owning pawn
* Network: All but dedicated
*
* @param P Owning pawn to play animation on
* @param AnimName Anim to play
* @param bPlaySynchronizedWeaponAnim If true, try to play the same animation on the weapon mesh
*/
simulated function float PlayCharacterMeshAnim(KFPawn P, name AnimName, optional bool bPlaySynchedWeaponAnim, optional bool bLooping)
{
local float AnimRate;
local float Duration;
local EAnimSlotStance Stance;
local string AnimStr;
// skip weapon anims while in a special move
if( P.IsDoingSpecialMove() && !P.SpecialMoves[P.SpecialMove].bAllowThirdPersonWeaponAnims )
{
return 0.f;
}
Stance = (!P.bIsCrouched) ? EAS_UpperBody : EAS_CH_UpperBody;
AnimRate = ThirdPersonAnimRate;
AnimStr = Caps(string(AnimName));
if (!bIsFolded && (InStr(AnimStr, "ATK") != INDEX_NONE || InStr(AnimName, "COMB") != INDEX_NONE))
{
AnimRate *= UnfoldedAnimRateModifier;
}
Duration = P.PlayBodyAnim(AnimName, Stance, AnimRate, DefaultBlendInTime, DefaultBlendOutTime, bLooping);
if ( Duration > 0 && bPlaySynchedWeaponAnim )
{
PlayWeaponMeshAnim(AnimName, P.BodyStanceNodes[Stance], bLooping);
}
`log(GetFuncName()@"called on:"$P@"Anim:"$AnimName@"Duration:"$Duration, bDebug);
return Duration;
}
/** Special event added for weap attachments. Free for use */
function OnSpecialEvent(int Arg)
{
bIsFolded = Arg == 0;
// FoldControl = SkelControlSingleBone( WeapMesh.FindSkelControl('FoldControl') );
if( FoldBlendNode != none )
{
FoldBlendNode.SetBlendTarget( bIsFolded ? 1.0f : 0.0f, 0.0f );
}
}
defaultproperties
{
CustomAnimTree=AnimTree'WEP_Scythe_ARCH.3P_Scythe_Animtree'
bIsFolded=true;
UnfoldBlendingDuration=0.25f
UnfoldedAnimRateModifier=0.7f;
// Weapon SkeletalMesh
Begin Object Name=SkeletalMeshComponent0
bForceRefPose=0
End Object
}