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KF2-Dev-Scripts/KFGame/Classes/KFPawn_Customization.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFPawn_Customization
//=============================================================================
// Customization pawn, allows previewing characters before play
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFPawn_Customization extends KFPawn_Human
native(Pawn);
struct native sReplicatedMovementData
{
var vector NewLocation;
var rotator NewRotation;
};
var bool bPlayingEmote;
/** Post-spawn replicated location (we skip actor property replication, this allows us to update after spawn) */
var repnotify sReplicatedMovementData ReplicatedMovementData;
/** Post-spawn replicated hidden status, controlled by the server */
var repnotify bool bServerHidden;
/** Local hidden variable, OR'd with bServerHidden */
var bool bLocalHidden;
var AnimSet MaleCustomizationAnimSet;
var AnimSet FemaleCustomizationAnimSet;
var bool bUsingCustomizationPoint; // This is true if we have been placed on a KFCustomizationPoint
cpptext
{
virtual UBOOL IsAliveAndWell() const;
virtual void PostNetReceiveLocation();
UBOOL SetDesiredRotation( FRotator TargetDesiredRotation,UBOOL InLockDesiredRotation=FALSE,UBOOL InUnlockWhenReached=FALSE,FLOAT InterpolationTime=-1.000000,UBOOL bResetRotationRate=TRUE );
}
replication
{
if( bNetInitial || bNetDirty )
ReplicatedMovementData, bServerHidden;
}
/** Updates visiblity of surrounding customization pawns so that none overlap */
native function UpdateCustomizationPawnVisibility();
/** Updates location and rotation on client */
simulated event ReplicatedEvent( name VarName )
{
if( VarName == nameOf(ReplicatedMovementData) )
{
OnMovementDataUpdated();
}
else if( VarName == nameOf(bServerHidden) )
{
SetHidden( bServerHidden || bLocalHidden );
UpdateCustomizationPawnVisibility();
}
else
{
super.ReplicatedEvent( VarName );
}
}
/** Sets our post-spawn location and rotation */
function SetUpdatedMovementData( vector NewLoc, rotator NewRot )
{
ReplicatedMovementData.NewLocation = NewLoc;
ReplicatedMovementData.NewRotation = NewRot;
// Set directly on listen server
OnMovementDataUpdated();
// Update on network immediately
bForceNetUpdate = true;
}
/** Sets our updated movement data on client/listen server */
simulated function OnMovementDataUpdated()
{
SetLocation( ReplicatedMovementData.NewLocation );
SetRotation( ReplicatedMovementData.NewRotation );
// Update visibility on listen server/clients
if( WorldInfo.NetMode != NM_DedicatedServer )
{
UpdateCustomizationPawnVisibility();
}
}
/** Sets the server-controlled hidden status (we only care about bServerHidden=true) */
function SetServerHidden( bool bNewHidden )
{
bServerHidden = bNewHidden;
// Set directly on listen server
if( WorldInfo.NetMode != NM_DedicatedServer )
{
// Only hide if the server tells us to
SetHidden( bServerHidden || bLocalHidden );
UpdateCustomizationPawnVisibility();
}
// Update on network immediately
bForceNetUpdate = true;
}
/** Overridden, we don't want anything to stomp on SetUpdatedMovementData() */
function ClientSetRotation( rotator NewRotation ) {}
simulated function FaceRotation(rotator NewRotation, float DeltaTime) {}
/*********************************************************************************************
Initialization
********************************************************************************************* */
/** Disable foot IK */
simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
{
Super.PostInitAnimTree(SkelComp);
// Disable foot IK so we have have straight legs for this character. When
// bAllowStretching is set the knees must be bent a little.
if ( IKFootLeft != None )
{
IKFootLeft.SetSkelControlActive(false);
}
if ( IKFootRight != None )
{
IKFootRight.SetSkelControlActive(false);
}
SetHeadScale(IntendedHeadScale, CurrentHeadScale);
}
/** Always use the customization anim set */
simulated function SetCharacterAnimationInfo()
{
local KFCharacterInfo_Human CharInfoHuman;
super.SetCharacterAnimationInfo();
// Character Animation
CharInfoHuman = KFCharacterInfo_Human( GetCharacterInfo() );
if( CharInfoHuman != none && CharInfoHuman.bIsFemale )
{
Mesh.AnimSets.AddItem(FemaleCustomizationAnimSet);
}
else
{
Mesh.AnimSets.AddItem(MaleCustomizationAnimSet);
}
Mesh.UpdateAnimations();
PlayRandomIdleAnimation(true);
}
function AttachWeaponByItemDefinition( int ItemDefinition )
{
local class<KFWeaponDefinition> WeaponDef;
local int ItemINdex;
local KFWeaponAttachment WeaponPreview;
//find weapon def
ItemIndex = class'KFWeaponSkinList'.default.Skins.Find('Id', ItemDefinition);
if(ItemIndex == INDEX_NONE)
{
`log("Could not find item" @ItemDefinition);
return;
}
WeaponDef = class'KFWeaponSkinList'.default.Skins[ItemIndex].WeaponDef;
if(WeaponDef == none)
{
`log("Weapon def NONE for : " @ItemDefinition);
return;
}
//load in and add object .
WeaponPreview = KFWeaponAttachment ( DynamicLoadObject( WeaponDef.default.AttachmentArchtypePath, class'KFWeaponAttachment' ) );
//attatch it to player
WeaponAttachmentTemplate = WeaponPreview;
WeaponAttachmentChanged();
//setweapon skin
WeaponAttachment.SetWeaponSkin(ItemDefinition);
}
simulated function PlayRandomIdleAnimation(optional bool bNewCharacter)
{
local byte AnimIndex;
local name AnimName;
local AnimSet AnimSet;
local float BlendInTime;
AnimSet = Mesh.AnimSets[Mesh.AnimSets.Length - 1];
AnimIndex = Rand(AnimSet.Sequences.Length);
AnimName = AnimSet.Sequences[AnimIndex].SequenceName;
BlendInTime = (bNewCharacter) ? 0.f : 0.4;
// Briefly turn off notify so that PlayCustomAnim won't call OnAnimEnd (e.g. character swap)
BodyStanceNodes[EAS_FullBody].SetActorAnimEndNotification( FALSE );
BodyStanceNodes[EAS_FullBody].PlayCustomAnim(AnimName, 1.f, BlendInTime, 0.4, false, true);
BodyStanceNodes[EAS_FullBody].SetActorAnimEndNotification( TRUE );
// Since the emote is being cancelled clear this flag too; lets the player queue up another emote again if they want
bPlayingEmote = false;
}
simulated function PlayEmoteAnimation(optional bool bNewCharacter)
{
local name AnimName;
local float BlendInTime;
if (bPlayingEmote)
{
return;
}
bPlayingEmote = true;
AnimName = class'KFEmoteList'.static.GetUnlockedEmote( class'KFEmoteList'.static.GetEquippedEmoteId() );
BlendInTime = (bNewCharacter) ? 0.f : 0.4;
// Briefly turn off notify so that PlayCustomAnim won't call OnAnimEnd (e.g. character swap)
BodyStanceNodes[EAS_FullBody].SetActorAnimEndNotification( FALSE );
BodyStanceNodes[EAS_FullBody].PlayCustomAnim(AnimName, 1.f, BlendInTime, 0.4, false, true);
BodyStanceNodes[EAS_FullBody].SetActorAnimEndNotification( TRUE );
}
/** Called from SkeletalMeshComponent::PlayParticleEffect() */
simulated function OnAnimNotifyParticleSystemSpawned( const AnimNotify_PlayParticleEffect AnimNotifyData, ParticleSystemComponent PSC )
{
if (bPlayingEmote)
{
PSC.bUseAsOccluder = true;
}
}
simulated event OnAnimEnd(AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)
{
bPlayingEmote = false;
PlayRandomIdleAnimation();
}
simulated function NotifyTeamChanged()
{
// Applies Character Info for < ROLE_Authority
if( PlayerReplicationInfo != none && CharacterArch == none )
{
SetCharacterArch(GetCharacterInfo());
}
}
/** If the customization point is created after the pawn, relocate our customization pawn to a customization point */
function bool MoveToCustomizationPoint()
{
local NavigationPoint BestStartSpot;
local KFGameInfo KFGI;
local PlayerController PC;
KFGI = KFGameInfo( WorldInfo.Game );
PC = PlayerController( Controller );
if( PC != none )
{
BestStartSpot = KFGI.FindCustomizationStart( PC );
// If a customization point wasn't found or if SetLocation fails, exit.
if( BestStartSpot == none )
{
return false;
}
// Update our location/rotation data
SetUpdatedMovementData( BestStartSpot.Location, BestStartSpot.Rotation );
// initialize and start it up
KFPlayerCamera(PC.PlayerCamera).CustomizationCam.bInitialize = false;
bUsingCustomizationPoint = true;
return true;
}
return false;
}
/** Customization Pawns cannot take damage */
event TakeDamage(int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
{
return;
}
/*********************************************************************************************
Customizing
********************************************************************************************* */
/** Set basic variables for the newly created Customization Pawn, derived from RestartPlayer */
function InitializeCustomizationPawn( PlayerController NewController, NavigationPoint BestStartSpot )
{
if (Controller != None)
{
Controller.UnPossess();
}
PossessedBy( NewController, false );
NewController.SetViewTarget( self );
NewController.SetCameraMode( 'Customization' );
// initialize and start it up
bUsingCustomizationPoint = ( KFCustomizationPoint( BestStartSpot ) != none );
// Need to update our client-side movement data
SetUpdatedMovementData( BestStartSpot.Location, BestStartSpot.Rotation );
}
function Reset();
defaultproperties
{
MaleCustomizationAnimSet=AnimSet'CHR_BaseMale_ANIM.CS_Male'
FemaleCustomizationAnimSet=AnimSet'CHR_BaseFemale_ANIM.CS_Female'
bDisableTurnInPlace=true
bEnableAimOffset=false
bSkipActorPropertyReplication=true
bReplicateMovement=false
bDisableMeshRotationSmoothing=true
// Default the customization pawn to walking so that IK is enabled
Physics=PHYS_Walking
// artificial nudge -3uu to align to floor w/o IK
Begin Object Name=KFPawnSkeletalMeshComponent
Translation=(Z=-89)
End Object
}