188 lines
5.4 KiB
Ucode
188 lines
5.4 KiB
Ucode
|
//=============================================================================
|
||
|
// KFCustomizationCamera
|
||
|
//=============================================================================
|
||
|
// Class Description
|
||
|
//=============================================================================
|
||
|
// Killing Floor 2
|
||
|
// Copyright (C) 2015 Tripwire Interactive LLC
|
||
|
// - Author 1/20/2014
|
||
|
//=============================================================================
|
||
|
|
||
|
class KFCustomizationCamera extends GameCameraBase;
|
||
|
|
||
|
var bool bInitialize;
|
||
|
var byte BodyViewIndex;
|
||
|
var byte CurrentViewIndex;
|
||
|
|
||
|
var() Vector CharacterOffset;
|
||
|
var() Vector HeadOffset;
|
||
|
|
||
|
var float CharacterDistance;
|
||
|
var float HeadDistance;
|
||
|
|
||
|
var int RotationOffset;
|
||
|
var int RotationRate;
|
||
|
var int MaxRotationRate;
|
||
|
|
||
|
|
||
|
var int LastRotation;
|
||
|
var float FadeRotationStartTime;
|
||
|
var float FadeRotationDuration;
|
||
|
var float FadeRotationScaler;
|
||
|
|
||
|
/** Called when the camera becomes active */
|
||
|
function OnBecomeActive( GameCameraBase OldCamera )
|
||
|
{
|
||
|
SetCustomizationView( PlayerCamera, PlayerCamera.ViewTarget, CharacterOffset, CharacterDistance );
|
||
|
}
|
||
|
|
||
|
function UpdateCamera(Pawn P, GamePlayerCamera CameraActor, float DeltaTime, out TViewTarget OutVT)
|
||
|
{
|
||
|
// OnBecomeActive doesn't have the customization pawn at the start of the game
|
||
|
if ( !bInitialize && P != none )
|
||
|
{
|
||
|
SetCustomizationView( CameraActor, OutVT, CharacterOffset, CharacterDistance );
|
||
|
bInitialize = true;
|
||
|
}
|
||
|
|
||
|
if( PlayerCamera.PCOwner.Pawn != none )
|
||
|
{
|
||
|
PlayerCamera.PCOwner.SetViewTarget( PlayerCamera.PCOwner.Pawn );
|
||
|
}
|
||
|
|
||
|
// cameraanims, fades, etc
|
||
|
PlayerCamera.ApplyCameraModifiers( DeltaTime, OutVT.POV );
|
||
|
}
|
||
|
|
||
|
function SetBodyView( byte Index, optional bool bForceView = false )
|
||
|
{
|
||
|
if ( BodyViewIndex != Index || bForceView )
|
||
|
{
|
||
|
BodyViewIndex = Index;
|
||
|
BlendCustomizationPart( PlayerCamera, BodyViewIndex );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function BlendCustomizationPart( GamePlayerCamera CameraActor, byte Index )
|
||
|
{
|
||
|
CurrentViewIndex = Index;
|
||
|
CameraActor.ViewTarget.POV = CameraActor.CameraCache.POV;
|
||
|
CameraActor.PendingViewTarget.Target = CameraActor.ViewTarget.Target;
|
||
|
|
||
|
switch ( Index )
|
||
|
{
|
||
|
case 0:
|
||
|
SetCustomizationView( CameraActor, CameraActor.PendingViewTarget, CharacterOffset, CharacterDistance );
|
||
|
break;
|
||
|
case 1:
|
||
|
SetCustomizationView( CameraActor, CameraActor.PendingViewTarget, HeadOffset, HeadDistance );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function SetCustomizationView( GamePlayerCamera CameraActor, out TViewTarget OutVT, Vector Offset, float Distance )
|
||
|
{
|
||
|
local vector Loc, Pos, HitLocation, HitNormal;
|
||
|
local rotator Rot;
|
||
|
local Actor HitActor;
|
||
|
|
||
|
Loc = OutVT.Target.Location;
|
||
|
Rot = OutVT.Target.Rotation;
|
||
|
Rot.Yaw += RotationOffset;
|
||
|
|
||
|
CameraActor.BlendTimeToGo = 0.5f;
|
||
|
CameraActor.BlendParams.BlendTime = CameraActor.BlendTimeToGo;
|
||
|
|
||
|
Loc += Offset >> Rot;
|
||
|
Pos = Loc - Vector(Rot) * Distance;
|
||
|
|
||
|
HitActor = CameraActor.Trace(HitLocation, HitNormal, Pos, Loc, FALSE, vect(12,12,12));
|
||
|
OutVT.POV.Location = (HitActor == None) ? Pos : HitLocation;
|
||
|
OutVT.POV.Rotation = Rot;
|
||
|
}
|
||
|
|
||
|
/** This is used to remember the last known mouse input for fading out */
|
||
|
function RotatedCamera( int DirectionOffset )
|
||
|
{
|
||
|
DirectionOffset = FClamp(DirectionOffset, -MaxRotationRate, MaxRotationRate);
|
||
|
UpdateRotation( DirectionOffset );
|
||
|
// LastRotation is used for when the mouse is released
|
||
|
LastRotation = DirectionOffset / FadeRotationScaler;
|
||
|
}
|
||
|
|
||
|
function UpdateRotation( int DirectionOffset )
|
||
|
{
|
||
|
if( PlayerCamera.PCOwner.IsTimerActive(nameof(FadeCameraRotation)) )
|
||
|
{
|
||
|
PlayerCamera.PCOwner.ClearTimer(nameof(FadeCameraRotation), self);
|
||
|
}
|
||
|
|
||
|
RotationOffset += DirectionOffset * RotationRate;
|
||
|
//BlendCustomizationPart( PlayerCamera, CurrentViewIndex );
|
||
|
if( CurrentViewIndex == 0 )
|
||
|
{
|
||
|
SetCustomizationView( PlayerCamera, PlayerCamera.ViewTarget, CharacterOffset, CharacterDistance );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetCustomizationView( PlayerCamera, PlayerCamera.ViewTarget, HeadOffset, HeadDistance );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/** Once we let go of the mouse, lerp the rotation to a halt */
|
||
|
function StartFadeRotation()
|
||
|
{
|
||
|
if( LastRotation != 0 )
|
||
|
{
|
||
|
// Scale the duration of the fading rotation by how strong our mouse movement was
|
||
|
FadeRotationDuration = Abs(LastRotation) * 0.01f;
|
||
|
FadeRotationStartTime = PlayerCamera.PCOwner.WorldInfo.TimeSeconds;
|
||
|
PlayerCamera.PCOwner.SetTimer( 0.01f, true, nameof(FadeCameraRotation), self );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/** Handles lerping the camera rotation once we let go */
|
||
|
function FadeCameraRotation()
|
||
|
{
|
||
|
local int NewRotation;
|
||
|
local float RotationAlpha;
|
||
|
RotationAlpha = (PlayerCamera.PCOwner.WorldInfo.TimeSeconds - FadeRotationStartTime) / FadeRotationDuration;
|
||
|
RotationAlpha = FClamp(RotationAlpha, 0, 1);
|
||
|
NewRotation = Lerp(LastRotation, 0, RotationAlpha);
|
||
|
|
||
|
if( RotationAlpha >= 1 )
|
||
|
{
|
||
|
PlayerCamera.PCOwner.ClearTimer(nameof(FadeCameraRotation), self);
|
||
|
LastRotation = 0;
|
||
|
NewRotation = 0;
|
||
|
}
|
||
|
|
||
|
UpdateRotation( NewRotation );
|
||
|
}
|
||
|
|
||
|
|
||
|
/** Called when the camera becomes inactive */
|
||
|
function OnBecomeInActive( GameCameraBase NewCamera )
|
||
|
{
|
||
|
super.OnBecomeInActive( NewCamera );
|
||
|
|
||
|
bInitialize = false;
|
||
|
LastRotation = 0;
|
||
|
}
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
CharacterOffset=(X=0,Y=-15,Z=6)
|
||
|
HeadOffset=(X=0,Y=-15,Z=68)
|
||
|
|
||
|
CharacterDistance=200
|
||
|
HeadDistance=70
|
||
|
|
||
|
RotationOffset=38500
|
||
|
RotationRate=50
|
||
|
MaxRotationRate=100
|
||
|
|
||
|
FadeRotationDuration=0.2f
|
||
|
FadeRotationScaler=3.5f
|
||
|
}
|