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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFMGA_AnimatedTrap
//=============================================================================
// Any trap-style minigame event that uses a similar idle/activate/deactivate
// set of animations. Manually handles movement to avoid client/server
// collision disagreements for collision assumed to be moving via-anims,
// or problems typical of client/server matinees.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Dan Weiss
//=============================================================================
class KFMGA_AnimatedTrap extends SkeletalMeshActor
placeable
implements(KFInterface_MinigameActor);
/** Animation looping while the game is in the deactivated state. Plays into activation. */
var() name DeactivatedIdleAnim;
/** Animation triggered when activation begins. Plays into activated idle. */
var() name ActivationAnim;
/** Animation looping while in the activated state. Plays into deactivation. */
var() name ActivatedIdleAnim;
/** Animation triggered when deactivating. Plays into deactivated idle. */
var() name DeactivationAnim;
/** Activation state */
var repnotify bool bActivated;
/** Amount to move to rest/back to original */
var() Vector MovementVector;
/** Amount of time to handle move */
var() float MovementTime;
/** Movement curve */
var InterpCurveVector MovementCurve;
/** Sounds for start and end of various phases */
var() AkEvent ActivationStart;
var() AkEvent ActivationEnd;
var() AkEvent DeactivationStart;
var() AkEvent DeactivationEnd;
var AkComponent CageSFXComponent;
var AkEvent CurStartSound;
var AkEvent CurEndSound;
/** VFX for start and end of various phases */
var() ParticleSystemComponent ActivationStartFX;
var() ParticleSystemComponent ActivationEndFX;
var() ParticleSystemComponent DeactivationStartFX;
var() ParticleSystemComponent DeactivationEndFX;
var ParticleSystemComponent CurStartFX;
var ParticleSystemComponent CurEndFX;
replication
{
if (Role == ROLE_Authority)
bActivated;
}
simulated event ReplicatedEvent(name VarName)
{
super.ReplicatedEvent(VarName);
if (VarName == 'bActivated')
{
if (bActivated)
{
PlayActivation();
}
else
{
PlayDeactivation();
}
}
}
simulated event PostBeginPlay()
{
super.PostBeginPlay();
SkeletalMeshComponent.PlayAnim(DeactivatedIdleAnim, , true);
SetTickIsDisabled(false);
}
/** Called on rigged games to check whether a target at a specific bone can be played */
simulated event bool CanPlayAkEvent(Actor inOwner, name BoneName)
{
return true;
}
function Activated(KFTrigger_MinigameButton ActivationSource)
{
if (!bActivated)
{
ClearTimer('PlayDeactivationIdle');
bActivated = true;
PlayActivation();
}
}
function Deactivated()
{
if (bActivated)
{
ClearTimer('ActivationIdle');
bActivated = false;
PlayDeactivation();
}
}
/** Bunch of animation code. Activation->Idle and Deactivation->Idle basically work as pairs trigged by a minigame button. */
simulated function PlayActivation()
{
SkeletalMeshComponent.StopAnim();
if (ActivationAnim != '')
{
SetTimer(SkeletalMeshComponent.GetAnimLength(ActivationAnim), false, 'PlayActivationIdle');
SkeletalMeshComponent.PlayAnim(ActivationAnim);
}
else
{
PlayActivationIdle();
}
CurStartSound = ActivationStart;
CurEndSound = ActivationEnd;
CurStartFX = ActivationStartFX;
CurEndFX = ActivationEndFX;
SetMoveActivationCurve();
}
simulated function PlayActivationIdle()
{
SkeletalMeshComponent.StopAnim();
if (ActivatedIdleAnim != '')
{
SkeletalMeshComponent.PlayAnim(ActivatedIdleAnim,,true);
}
}
simulated function PlayDeactivation()
{
SkeletalMeshComponent.StopAnim();
if (DeactivationAnim != '')
{
SetTimer(SkeletalMeshComponent.GetAnimLength(DeactivationAnim), false, 'PlayDeactivationIdle');
SkeletalMeshComponent.PlayAnim(DeactivationAnim);
}
else
{
PlayDeactivationIdle();
}
CurStartSound = DeactivationStart;
CurEndSound = DeactivationEnd;
CurStartFX = DeactivationStartFX;
CurEndFX = DeactivationEndFX;
SetMoveDeactivationCurve();
}
simulated function PlayDeactivationIdle()
{
SkeletalMeshComponent.StopAnim();
if (DeactivatedIdleAnim != '')
{
SkeletalMeshComponent.PlayAnim(DeactivatedIdleAnim, , true);
}
}
/** Curves for movement in and out of the activated idle point */
simulated function SetMoveActivationCurve()
{
MovementCurve.Points.Length = 2;
MovementCurve.Points[0].InVal = 0;
MovementCurve.Points[0].OutVal = Location;
MovementCurve.Points[0].InterpMode = CIM_CurveAuto;
MovementCurve.Points[1].InVal = MovementTime;
MovementCurve.Points[1].OutVal = Location + MovementVector;
MovementCurve.Points[1].InterpMode = CIM_CurveAuto;
GoToState('Moving');
}
simulated function SetMoveDeactivationCurve()
{
MovementCurve.Points.Length = 2;
MovementCurve.Points[0].InVal = 0;
MovementCurve.Points[0].OutVal = Location;
MovementCurve.Points[0].InterpMode = CIM_CurveAuto;
MovementCurve.Points[1].InVal = MovementTime;
MovementCurve.Points[1].OutVal = Location - MovementVector;
MovementCurve.Points[1].InterpMode = CIM_CurveAuto;
GoToState('Moving');
}
/** Only allow activation while not in the moving state */
function bool CanBeActivated(KFTrigger_MinigameButton ActivationSource)
{
return true;
}
simulated function EndMovement();
simulated state Moving
{
simulated event BeginState(Name PreviousStateName)
{
super.BeginState(PreviousStateName);
SetTimer(MovementTime, false, 'EndMovement');
CageSFXComponent.PlayEvent(CurStartSound, , false, true);
CurStartFX.ActivateSystem(true);
}
simulated event Tick(float DeltaTime)
{
local float TimerCount;
global.Tick(DeltaTime);
//Watch for return to 0 on last tick when timer finishes
TimerCount = GetTimerCount('EndMovement');
if (TimerCount > 0)
{
SetLocation(EvalInterpCurveVector(MovementCurve, TimerCount));
}
}
simulated function EndMovement()
{
CageSFXComponent.PlayEvent(CurEndSound, , false, true);
CurEndFX.ActivateSystem(true);
GoToState('Auto');
}
/** Don't allow activation while it's moving */
function bool CanBeActivated(KFTrigger_MinigameButton ActivationSource)
{
return false;
}
}
defaultproperties
{
RemoteRole = ROLE_SimulatedProxy
NetPriority = +00002.500000
bUpdateSimulatedPosition = true
bAlwaysRelevant = true
Begin Object class=AkComponent Name=CageSFX0
End Object
CageSFXComponent=CageSFX0
Components.Add(CageSFX0)
Begin Object class=ParticleSystemComponent Name=PSC0
bAutoActivate=false
End Object
ActivationStartFX=PSC0
Components.Add(PSC0)
Begin Object class=ParticleSystemComponent Name=PSC1
bAutoActivate=false
End Object
ActivationEndFX=PSC1
Components.Add(PSC1)
Begin Object class=ParticleSystemComponent Name=PSC2
bAutoActivate=false
End Object
DeactivationStartFX=PSC2
Components.Add(PSC2)
Begin Object class=ParticleSystemComponent Name=PSC3
bAutoActivate=false
End Object
DeactivationEndFX=PSC3
Components.Add(PSC3)
}