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

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//=============================================================================
// KFGFxWidget_VoiceComms
//=============================================================================
// HUD Widget that displays options for voice communication
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Zane Gholson 09/11/2014
//=============================================================================
class KFGFxWidget_VoiceComms extends GFxObject
dependson(KFLocalMessage_VoiceComms);
var private bool bPlayedVoiceComm;
var Vector RawJoyVector;
var PlayerController PC;
var array<string> IconPaths;
var bool bActive;
var const float MouseDampening;
var const float ControllerDampening;
var private int SavedSelectionIndex;
var private float DeselectTime;
function InitializeHUD()
{
SetLocalizedText();
PC = GetPC();
}
function SetLocalizedText()
{
local GFxObject DataProvider, TempObj;
local byte i;
DataProvider = CreateArray();
for (i = 0; i < class'KFLocalMessage_VoiceComms'.default.VoiceCommsOptionStrings.length; i++)
{
TempObj = CreateObject("Object");
TempObj.SetString("text", class'KFLocalMessage_VoiceComms'.default.VoiceCommsOptionStrings[i]);
TempObj.SetString("iconPath", "img://"$IconPaths[i]);
DataProvider.SetElementObject(i,TempObj);
}
SetObject("textOptions", DataProvider);
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TempObj = CreateObject("Object");
TempObj.SetString("text", class'KFLocalMessage_VoiceComms'.default.ToggleFriendlyHUDString);
SetObject("toggleFriendlyText", TempObj);
SetBool("toggleFriendlyVisibility", GetPC().WorldInfo.NetMode != NM_StandAlone);
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}
function SaveVoiceCommSelection( int CommsIndex )
{
if( CommsIndex >= 0 )
{
SavedSelectionIndex = CommsIndex;
}
else
{
DeselectTime = PC.WorldInfo.RealTimeSeconds;
}
}
function EnableComm()
{
DeselectTime = 0.f;
bPlayedVoiceComm = false;
SavedSelectionIndex = -1;
//Don't allow the user to open voice comms if they are dead.
if(!PC.IsDead() && PC.Pawn != none)
{
bActive = true;
if(PC.IsTimerActive('HandleInputChange',self))
{
// Clear the timer and reset the ignore look input because it goes up incrementally. HSL_BB
PC.ClearTimer('HandleInputChange',self);
PC.IgnoreLookInput( false );
}
//Disable player rotate and click
PC.IgnoreLookInput( true ); // Calling this instead of SetCinematicMode so we can avoid the Performance issue associated with opening comms on Console.
GetGameViewportClient().HandleInputAxis = OnAxisModified;
SetBool("bUsingGamePad", PC.PlayerInput.bUsingGamepad);
ActionScriptVoid("enableComm");
UpdateEmoteState();
// Need to keep our emote state constantly updated
PC.SetTimer( 0.15f, true, nameOf(UpdateEmoteState), self );
}
}
function DisableComm()
{
if(bActive)
{
bActive = false;
if ( !PC.PlayerInput.bUsingGamepad )
{
PC.IgnoreLookInput( false ); // Since we are no longer toggling CinematicMode return lookInput to normal.
}
else
{
// Adding 0.25 second delay when using controller so you aren't whipped into the direction of your comms. HSL_BB
PC.SetTimer(0.25f,false,'HandleInputChange',self);
}
GetGameViewportClient().HandleInputAxis = None;
ActionScriptVoid("disableComm");
// Play the last selection if it was made just before the widget was closed. This makes the
// comms menu still work properly if the selection stick/mouse was released/moved just before
// the menu was closed. -MattF
if( !bPlayedVoiceComm && SavedSelectionIndex >= 0 && DeselectTime > 0.f && `RealTimeSinceEx(PC, DeselectTime) <= 0.15f )
{
SayVoiceCommms( SavedSelectionIndex );
}
PC.ClearTimer( nameOf(UpdateEmoteState), self );
}
}
function UpdateEmoteState()
{
local bool bEnabled;
local KFPawn KFP;
bEnabled = false;
if( PC != none && PC.Pawn != none && PC.Pawn.IsAliveAndWell() )
{
KFP = KFPawn( PC.Pawn );
if( KFP != none && class'KFEmoteList'.static.GetEquippedEmoteId() != INDEX_NONE && KFP.CanDoSpecialMove(SM_Emote) )
{
bEnabled = true;
}
}
UpdateGFxEmoteState( bEnabled );
}
function UpdateGFxEmoteState( bool bEnabled )
{
ActionScriptVoid( "setEmoteEnabled" );
}
function HandleInputChange()
{
PC.IgnoreLookInput( false ); // Since we are no longer toggling CinematicMode return lookInput to normal.
}
function SayVoiceCommms(int CommsIndex)
{
local KFPlayerController KFPC;
KFPC = KFPlayerController(PC);
if( KFPC == none )
{
return;
}
if( CommsIndex == VCT_EMOTE )
{
//do emote
KFPC.DoEmote();
return;
}
KFPlayerController(PC).ServerPlayVoiceCommsDialog(CommsIndex);
bPlayedVoiceComm = true;
}
//==============================================================
//@name Mouse/Controller Support
//==============================================================
function bool OnAxisModified( int ControllerId, name Key, float Delta, float DeltaTime, bool bGamepad )
{
local Vector MouseVector;
if ( PC.PlayerInput.bUsingGamepad )
{
UpdateJoystickDirection( Key, Delta );
// Pass the raw values and let scaleform determine the position of the selector. -HSL_BB
UpdateUICursorPosition(RawJoyVector.X, RawJoyVector.Y, false);
}
else
{
if(Key == 'MouseX')
{
MouseVector.X = Delta;
}
else if(Key == 'MouseY')
{
MouseVector.Y = Delta;
}
UpdateUICursorPosition( MouseVector.X * MouseDampening, -MouseVector.Y * MouseDampening,true);
}
return false;
}
function UpdateJoystickDirection( name Key, float Delta )
{
if ( Key == 'XboxTypeS_RightX')
{
RawJoyVector.X = Delta;
}
if ( Key == 'XboxTypeS_RightY')
{
RawJoyVector.Y = Delta;
}
}
function UpdateUICursorPosition(float newX, float newY, bool bMouseInput)
{
ActionScriptVoid("setNormalizedMousePosition");
}
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function SetToggleFriendlyButtonActive(bool IsActive)
{
ActionScriptVoid("toggleFriendlyActive");
}
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DefaultProperties
{
ControllerDampening=2.5f
MouseDampening=0.2f
//defaults
bActive=false
IconPaths[VCT_REQUEST_HEALING]="UI_VoiceComms_TEX.UI_VoiceCommand_Icon_Heal"
IconPaths[VCT_REQUEST_DOSH]="UI_VoiceComms_TEX.UI_VoiceCommand_Icon_Dosh"
IconPaths[VCT_REQUEST_HELP]="UI_VoiceComms_TEX.UI_VoiceCommand_Icon_Help"
IconPaths[VCT_TAUNT_ZEDS]="UI_VoiceComms_TEX.UI_VoiceCommand_Icon_Taunt"
IconPaths[VCT_FOLLOW_ME]="UI_VoiceComms_TEX.UI_VoiceCommand_Icon_Follow"
IconPaths[VCT_GET_TO_THE_TRADER]="UI_VoiceComms_TEX.UI_VoiceCommand_Icon_Trader"
IconPaths[VCT_AFFIRMATIVE]="UI_VoiceComms_TEX.UI_VoiceCommand_Icon_Affirmative"
IconPaths[VCT_NEGATIVE]="UI_VoiceComms_TEX.UI_VoiceCommand_Icon_Negative"
IconPaths[VCT_EMOTE]="UI_VoiceComms_TEX.UI_VoiceCommand_Icon_Emote"
IconPaths[VCT_THANK_YOU]="UI_VoiceComms_TEX.UI_VoiceCommand_Icon_ThankYou"
}