776 lines
22 KiB
Ucode
776 lines
22 KiB
Ucode
//=============================================================================
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// KFGFxMenu_Gear
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//=============================================================================
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// Class Description
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// - Greg Felber 7/23/2013
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//=============================================================================
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class KFGFxMenu_Gear extends KFGFxObject_Menu
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dependson(KFEmoteList)
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native(UI);
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/** The customization option we want alter */
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enum ECustomizationOption
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{
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CO_Character,
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CO_Head,
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CO_Body,
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CO_Attachment
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};
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var KFGFxObject_Container CustomizationComponent;
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var KFPlayerReplicationInfo MyKFPRI;
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var const string HeadMeshKey;
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var const string HeadSkinKey;
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var const string HeadFunctionKey;
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var const string BodyMeshKey;
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var const string BodySkinKey;
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var const string BodyFunctionKey;
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var const string AttachmentKey;
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var const string AttachmentSkinKey;
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var const string AttachmentFunctionKey;
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var const string KFCharacterInfoString;
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var const string KFEmoteInfoString;
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var KFCharacterInfo_Human CurrentCharInfo;
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var string CharInfoPath;
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var localized string GearHeaderString;
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var localized string CharacterString;
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var localized string BioString;
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var localized string HeadString;
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var localized string BodyString;
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var localized string AttachmentsString;
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var localized string Attachment0String;
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var localized string Attachment1String;
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var localized string Attachment2String;
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var localized string SkinsString;
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var localized string BackString;
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var localized string NoneString;
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var KFGFxObject_TraderItems TraderItems;
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var const int ControllerRotationRate;
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var const float ControllerRotationThreshold;
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var int CurrentPerkIndex;
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var string ClearImagePath;
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var array<Emote> EmoteList;
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function InitializeMenu( KFGFxMoviePlayer_Manager InManager )
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{
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super.InitializeMenu(InManager);
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CheckForCustomizationPawn( GetPC() );
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MyKFPRI = KFPlayerReplicationInfo( GetPC().PlayerReplicationInfo );
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LocalizeText();
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EmoteList = class'KFEmoteList'.static.GetEmoteArray();
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// Set the list of usable characters
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UpdateCharacterList();
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UpdateGear();
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TraderItems = KFGameReplicationInfo( KFPlayerController(GetPC()).WorldInfo.GRI ).TraderItems;
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}
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function OnOpen()
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{
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local PlayerController PC;
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PC = GetPC();
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if( PC == none )
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{
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return;
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}
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CheckForCustomizationPawn( PC );
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// @hack: moved from KFGfxMoviePlayer_Manager because this causes a crash while
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// bink (e.g. KFII-25456) are playing. Don't use HandleInputAxis with Bink! (for now) :)
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GetGameViewportClient().HandleInputAxis = OnAxisModified;
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if ( class'WorldInfo'.static.IsMenuLevel() )
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{
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Manager.ManagerObject.SetBool("backgroundVisible", false);
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}
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else if ( PC.PlayerReplicationInfo.bReadyToPlay && PC.WorldInfo.GRI.bMatchHasBegun )
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{
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// Players cannot change characters if they are in a game
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SetBool("characterButtonEnabled", false);
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return;
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}
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UpdateCharacterList();
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UpdateGear();
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}
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/** The customization pawn won't exist if this menu was opened mid-match */
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function CheckForCustomizationPawn( PlayerController PC )
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{
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local KFPlayerController KFPC;
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if( PC.Pawn == none || (!PC.Pawn.IsAliveAndWell() && KFPawn_Customization(PC.Pawn) == none) )
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{
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KFPC = KFPlayerController( PC );
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if( KFPC != none )
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{
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KFPC.SpawnMidGameCustomizationPawn();
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}
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}
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}
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//@HSL_MOD_BEGIN - amiller 4/1/2016 - Force game to resave game.ini when a gear piece changes
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function SaveChanges()
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{
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local KFPlayerController KFPC;
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KFPC = KFPlayerController(GetPC());
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KFPC.SaveConfig();
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Manager.CachedProfile.Save(LocalPlayer(KFPC.Player).ControllerId);
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}
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//@HSL_MOD_END
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function LocalizeText()
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{
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local GFxObject LocalizedObject;
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LocalizedObject = CreateObject("Object");
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LocalizedObject.SetString("header", GearHeaderString);
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LocalizedObject.SetString("listButton", BackString);
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LocalizedObject.SetString("bioStringText", BioString);
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LocalizedObject.SetString("charactersString", CharacterString);
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LocalizedObject.SetString("headsString", HeadString);
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LocalizedObject.SetString("emoteString", Class'KFLocalMessage_VoiceComms'.default.VoiceCommsOptionStrings[8]);
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LocalizedObject.SetString("bodiesString", BodyString);
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LocalizedObject.SetString("skinsString", SkinsString);
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LocalizedObject.SetString("attachmentsString", AttachmentsString);
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LocalizedObject.SetString("attachment0String", Attachment0String);
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LocalizedObject.SetString("attachment1String", Attachment1String);
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LocalizedObject.SetString("attachment2String", Attachment2String);
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SetObject("localizeText", LocalizedObject);
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}
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function UpdateEmoteList()
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{
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local int ItemIndex, i;
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local GFxObject DataProvider, SlotObject;
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local string TexturePath;
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ItemIndex = 0;
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DataProvider = CreateArray();
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for (i = 0; i < EmoteList.length; i++)
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{
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if ( class'KFEmoteList'.static.GetUnlockedEmote(EmoteList[i].Id) != 'NONE')
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{
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SlotObject = CreateObject( "Object" );
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SlotObject.SetInt("ItemIndex", i);
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SlotObject.SetString("label", Localize(EmoteList[i].ItemName, "EmoteName", KFCharacterInfoString));
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TexturePath = "img://"$EmoteList[i].IconPath;
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SlotObject.SetBool("enabled", true);
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SlotObject.SetString("source", TexturePath);
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DataProvider.SetElementObject(ItemIndex, SlotObject);
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ItemIndex++;
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}
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else
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{
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//`log(MyKFPRI.EmoteList[i] @ "is not purchased.");
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}
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}
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SetObject("emoteArray", DataProvider);
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}
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function UpdateCharacterList()
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{
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local int i, ItemIndex;
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local GFxObject DataProvider, SlotObject;
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local string TexturePath;
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ItemIndex = 0;
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DataProvider = CreateArray();
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for (i = 0; i < MyKFPRI.CharacterArchetypes.length; i++)
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{
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if (class'KFUnlockManager'.static.GetAvailable(MyKFPRI.CharacterArchetypes[i]))
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{
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SlotObject = CreateObject( "Object" );
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SlotObject.SetInt("ItemIndex", i);
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SlotObject.SetString("label", Localize(String(MyKFPRI.CharacterArchetypes[i].Name), "CharacterName", KFCharacterInfoString));
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TexturePath = "img://"$PathName(MyKFPRI.CharacterArchetypes[i].DefaultHeadPortrait);
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SlotObject.SetBool("enabled", true);
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SlotObject.SetString("source", TexturePath);
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DataProvider.SetElementObject(ItemIndex, SlotObject);
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ItemIndex++;
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}
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else
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{
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//`log(MyKFPRI.CharacterArchetypes[i] @ "is not purchased.");
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}
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}
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SetObject("characterArray", DataProvider);
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}
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function UpdateGear()
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{
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CurrentCharInfo = MyKFPRI.CharacterArchetypes[MyKFPRI.RepCustomizationInfo.CharacterIndex];
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if(CurrentCharInfo != none)
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{
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CharInfoPath = String(CurrentCharInfo.Name);
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// Set the list of usable bodies for this character
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UpdateMeshList(BodyMeshKey, BodySkinKey, CurrentCharInfo.BodyVariants, "bodyArray");
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// Set the list of usable heads for this character
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UpdateMeshList(HeadMeshKey, HeadSkinKey, CurrentCharInfo.HeadVariants, "headsArray");
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// Set the list of usable attachments for this character
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UpdateAttachmentsList(CurrentCharInfo.CosmeticVariants);
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UpdateEmoteList();
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SetCurrentCharacterButtons();
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}
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else
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{
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//it was null so we need to reinit the menu in a short time
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GetPC().SetTimer(0.25, false, nameof(ReInitMenu), self);
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}
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}
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function ReInitMenu()
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{
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InitializeMenu(Manager);
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}
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function UpdateMeshList(string OutfitKey, string SkinKey, array<OutfitVariants> Outfits, string DataArrayString)
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{
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local int i, ItemIndex;
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local GFxObject DataProvider, SlotObject;
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local string TexturePath;
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local OutfitVariants Outfit;
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local SkinVariant FirstSkin;
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ItemIndex = 0;
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DataProvider = CreateArray();
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for (i = 0; i < Outfits.length; i++)
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{
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Outfit = Outfits[i];
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if (class'KFUnlockManager'.static.GetAvailableOutfit(Outfit))
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{
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SlotObject = CreateObject( "Object" );
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SlotObject.SetInt("ItemIndex", i);
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SlotObject.SetString("label", Localize(CharInfoPath, OutfitKey$i, KFCharacterInfoString));
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SlotObject.SetBool("enabled", true);
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FirstSkin = UpdateOutfitVariants( OutfitKey, SkinKey, Outfit.SkinVariations, i, SlotObject );
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TexturePath = "img://"$PathName(FirstSkin.UITexture);
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SlotObject.SetString("source", TexturePath);
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DataProvider.SetElementObject(ItemIndex, SlotObject);
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ItemIndex++;
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}
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else
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{
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//`log("Outfit" @ Outfit.MeshName @ "is not purchased.");
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}
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}
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SetObject(DataArrayString, DataProvider);
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}
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function UpdateAttachmentsList(array<AttachmentVariants> Attachments)
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{
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local int i, ItemIndex;
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local GFxObject DataProvider, SlotObject;
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local string TexturePath;
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local AttachmentVariants Variant;
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local Pawn MyPawn;
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local SkinVariant FirstSkin;
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local string AttachmentName;
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ItemIndex = 0;
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DataProvider = CreateArray();
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MyPawn = GetPC().Pawn;
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// Insert blank object
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SlotObject = CreateObject( "Object" );
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SlotObject.SetString("label", NoneString);
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SlotObject.SetString("source", "img://"$ClearImagePath);
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SlotObject.SetInt("ItemIndex", INDEX_NONE);
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SlotObject.SetBool("enabled", true);
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DataProvider.SetElementObject(ItemIndex, SlotObject);
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ItemIndex++;
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for (i = 0; i < Attachments.length; i++)
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{
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Variant = Attachments[i];
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if ( CurrentCharInfo.IsAttachmentAvailable(Variant, MyPawn) )
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{
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SlotObject = CreateObject( "Object" );
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SlotObject.SetInt("ItemIndex", i);
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FirstSkin = UpdateCosmeticVariants( AttachmentKey, AttachmentSkinKey, Variant.AttachmentItem, i, SlotObject );
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AttachmentName = Localize(string(Variant.AttachmentItem.Name), AttachmentKey, KFCharacterInfoString);
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//Asc return the Unicode value of the first character in the String
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//Use it to check if the first character is ?, which is the case when a localization isn't found
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SlotObject.SetString("label", AttachmentName);
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SlotObject.SetBool("enabled", true);
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TexturePath = "img://"$PathName(FirstSkin.UITexture);
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SlotObject.SetString("source", TexturePath);
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DataProvider.SetElementObject(ItemIndex, SlotObject);
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ItemIndex++;
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}
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}
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SetObject("attachmentsArray", DataProvider);
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}
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function SkinVariant UpdateCosmeticVariants(string OutfitKey, string KeyName, KFCharacterAttachment Attachment, int OutfitIndex, out GFxObject MeshObject)
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{
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local int i, ItemIndex;
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local GFxObject DataProvider, SlotObject;
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local SkinVariant Skin;
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local SkinVariant FirstSkin;
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local string TexturePath;
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local bool bFoundFirst;
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local string SkinName;
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ItemIndex = 0;
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DataProvider = CreateArray();
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for (i = 0; i < Attachment.SkinVariations.length; i++)
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{
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Skin = Attachment.SkinVariations[i];
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if (class'KFUnlockManager'.static.GetAvailableSkin(Skin))
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{
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if(!bFoundFirst)
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{
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FirstSkin = Skin;
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bFoundFirst = true;
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}
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SlotObject = CreateObject( "Object" );
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SlotObject.SetInt("ItemIndex", i);
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SkinName = Localize(string(Attachment.Name), KeyName$i, KFCharacterInfoString);
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SlotObject.SetString("label", SkinName);
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TexturePath = "img://"$PathName(Skin.UITexture);
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SlotObject.SetBool("enabled", true);
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SlotObject.SetString("source", TexturePath);
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DataProvider.SetElementObject(ItemIndex, SlotObject);
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ItemIndex++;
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}
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else
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{
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//`log("Skin" @ Skin.UITexture.Name @ "is not purchased.");
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}
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}
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MeshObject.SetObject("skinInfo", DataProvider);
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return FirstSkin;
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}
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function SkinVariant UpdateOutfitVariants(string OutfitKey, string KeyName, out array<SkinVariant> SkinVariations, int OutfitIndex, out GFxObject MeshObject)
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{
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local int i, ItemIndex;
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local GFxObject DataProvider, SlotObject;
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local SkinVariant Skin;
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local SkinVariant FirstSkin;
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local string SectionPath;
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local string TexturePath;
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local bool bFoundFirst;
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ItemIndex = 0;
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DataProvider = CreateArray();
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SectionPath = CharInfoPath$"."$OutfitKey$OutfitIndex;
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for (i = 0; i < SkinVariations.length; i++)
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{
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Skin = SkinVariations[i];
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if (class'KFUnlockManager'.static.GetAvailableSkin(Skin))
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{
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if(!bFoundFirst)
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{
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FirstSkin = Skin;
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bFoundFirst = true;
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}
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SlotObject = CreateObject( "Object" );
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SlotObject.SetInt("ItemIndex", i);
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SlotObject.SetString("label", Localize(SectionPath, KeyName$i, KFCharacterInfoString));
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TexturePath = "img://"$PathName(Skin.UITexture);
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SlotObject.SetBool("enabled", true);
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SlotObject.SetString("source", TexturePath);
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DataProvider.SetElementObject(ItemIndex, SlotObject);
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ItemIndex++;
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}
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else
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{
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//`log("Skin" @ Skin.UITexture.Name @ "is not purchased.");
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}
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}
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MeshObject.SetObject("skinInfo", DataProvider);
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return FirstSkin;
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}
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function SetCurrentCharacterButtons()
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{
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local GFxObject DataObject;
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DataObject = CreateObject("Object");
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DataObject.SetString( "selectedCharacter", Localize(CharInfoPath, "CharacterName", KFCharacterInfoString) );
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DataObject.SetString( "characterBio", Localize(CharInfoPath, "Description", KFCharacterInfoString) );
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DataObject.SetInt( "selectedCharacterIndex", MyKFPRI.RepCustomizationInfo.CharacterIndex );
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SetObject( "selectedCharacter", DataObject);
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//set head
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SetGearButtons(MyKFPRI.RepCustomizationInfo.HeadMeshIndex, MyKFPRI.RepCustomizationInfo.HeadSkinIndex, HeadMeshKey, HeadSkinKey, HeadFunctionKey);
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//set body
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SetGearButtons(MyKFPRI.RepCustomizationInfo.BodyMeshIndex, MyKFPRI.RepCustomizationInfo.BodySkinIndex, BodyMeshKey, BodySkinKey, BodyFunctionKey);
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//set attachments
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SetAttachmentButtons(AttachmentKey, AttachmentFunctionKey);
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SetEmoteButton();
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}
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function SetEmoteButton()
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{
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local GFxObject DataObject;
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local int EmoteIndex;
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EmoteIndex = class'KFEmoteList'.static.GetEmoteIndex( class'KFEmoteList'.static.GetEquippedEmoteId());
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DataObject = CreateObject("Object");
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if(EmoteIndex == 255)
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{
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DataObject.SetString( "selectedEmote", "");
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DataObject.SetInt( "selectedEmoteIndex", 0 );
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}
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else
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{
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DataObject.SetString( "selectedEmote", Localize(EmoteList[EmoteIndex].ItemName, "EmoteName", KFCharacterInfoString));
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DataObject.SetInt( "selectedEmoteIndex", 0 );
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}
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SetObject("selectedEmote", DataObject);
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}
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/** Update the labels for our gear buttons */
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function SetGearButtons(int MeshIndex, int SkinIndex, string MeshKey, string SkinKey, string sectionFunctionName)
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{
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local string SectionPath;
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local string CurrentMesh;
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local string SkinName, MeshName;
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local GFxObject DataObject;
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DataObject = CreateObject("Object");
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if(MeshIndex == `CLEARED_ATTACHMENT_INDEX)
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{
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DataObject.SetString( sectionFunctionName, NoneString );
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}
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else
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{
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CurrentMesh = MeshKey$MeshIndex;
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SectionPath = CharInfoPath$"."$CurrentMesh;
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SkinName = Localize(SectionPath, SkinKey$SkinIndex, KFCharacterInfoString);
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MeshName = Localize(CharInfoPath, CurrentMesh, KFCharacterInfoString);
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DataObject.SetString( sectionFunctionName, MeshName @"\n" @SkinName );
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}
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DataObject.SetInt( (sectionFunctionName$"Index"), MeshIndex);
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DataObject.SetInt( (sectionFunctionName$"SkinIndex"), SkinIndex);
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SetObject( sectionFunctionName, DataObject);
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}
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/** Update the labels for our currently equipped attachments */
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function SetAttachmentButtons(string AttachmentMeshKey, string sectionFunctionName)
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{
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local GFxObject DataObject;
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local int i, AttachmentIndex;
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DataObject = CreateObject("Object");
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for(i = 0; i < `MAX_COSMETIC_ATTACHMENTS; i++)
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{
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AttachmentIndex = MyKFPRI.RepCustomizationInfo.AttachmentMeshIndices[i];
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if( AttachmentIndex == `CLEARED_ATTACHMENT_INDEX )
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{
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DataObject.SetString("selectedAttachment_"$i, "----");
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}
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else
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{
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DataObject.SetString("selectedAttachment_"$i, Localize(string(CurrentCharInfo.CosmeticVariants[AttachmentIndex].AttachmentItem.Name), AttachmentMeshKey, KFCharacterInfoString));
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}
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}
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SetObject( sectionFunctionName, DataObject);
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}
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event OnClose()
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{
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local PlayerController PC;
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local KFPlayerController KFPC;
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super.OnClose();
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Manager.CachedProfile.Save( GetLP().ControllerId );
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GetGameViewportClient().HandleInputAxis = none;
|
|
|
|
if ( class'WorldInfo'.static.IsMenuLevel() )
|
|
{
|
|
Manager.ManagerObject.SetBool("backgroundVisible", true);
|
|
}
|
|
|
|
// If we are alive, in game, with a playable pawn. switch back to first person view when leaving this menu
|
|
PC = GetPC();
|
|
if( PC != none )
|
|
{
|
|
KFPC = KFPlayerController( PC );
|
|
if( KFPC != none )
|
|
{
|
|
KFPC.ReturnToViewTarget();
|
|
if( PC.WorldInfo.GRI.bMatchHasBegun && PC.Pawn != none && !PC.Pawn.IsA('KFPawn_Customization') )
|
|
{
|
|
PC.ServerCamera( 'FirstPerson' );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
event bool OnAxisModified( int ControllerId, name Key, float Delta, float DeltaTime, bool bGamepad )
|
|
{
|
|
if ( GetPC().PlayerInput.bUsingGamepad )
|
|
{
|
|
if ( Key == 'XboxTypeS_RightX' && Abs(Delta) > ControllerRotationThreshold)
|
|
{
|
|
Callback_RotateCamera(Delta * ControllerRotationRate);
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==============================================================
|
|
// ActionScript Callbacks
|
|
//==============================================================
|
|
|
|
function Callback_RotateCamera( int RotationDirection )
|
|
{
|
|
local KFPlayerCamera PlayerCamera;
|
|
|
|
PlayerCamera = KFPlayerCamera( GetPC().PlayerCamera );
|
|
if ( PlayerCamera != none )
|
|
{
|
|
PlayerCamera.CustomizationCam.RotatedCamera( RotationDirection );
|
|
}
|
|
}
|
|
|
|
function Callback_EndRotateCamera()
|
|
{
|
|
local KFPlayerCamera PlayerCamera;
|
|
|
|
PlayerCamera = KFPlayerCamera( GetPC().PlayerCamera );
|
|
if ( PlayerCamera != none )
|
|
{
|
|
PlayerCamera.CustomizationCam.StartFadeRotation();
|
|
}
|
|
}
|
|
|
|
function Callback_BodyCamera()
|
|
{
|
|
if ( KFPlayerCamera( GetPC().PlayerCamera ) != none )
|
|
{
|
|
KFPlayerCamera( GetPC().PlayerCamera ).CustomizationCam.SetBodyView( 0 );
|
|
}
|
|
}
|
|
|
|
function Callback_HeadCamera()
|
|
{
|
|
if ( KFPlayerCamera( GetPC().PlayerCamera ) != none )
|
|
{
|
|
KFPlayerCamera( GetPC().PlayerCamera ).CustomizationCam.SetBodyView( 1 );
|
|
}
|
|
}
|
|
|
|
private function Callback_Emote(int Index)
|
|
{
|
|
local KFPlayerController KFPC;
|
|
|
|
KFPC = KFPlayerController(GetPC());
|
|
if( KFPC != none )
|
|
{
|
|
class'KFEmoteList'.static.SaveEquippedEmote(EmoteList[Index].ID);
|
|
|
|
if ( KFPawn_Customization(KFPC.Pawn) != none )
|
|
{
|
|
KFPawn_Customization(KFPC.Pawn).PlayEmoteAnimation();
|
|
}
|
|
}
|
|
|
|
SetEmoteButton();
|
|
}
|
|
|
|
private function Callback_Character(int Index)
|
|
{
|
|
local Pawn P;
|
|
|
|
P = GetPC().Pawn;
|
|
if( P != none )
|
|
{
|
|
// only allowed during gear preview
|
|
if ( KFPawn_Customization(P) != none )
|
|
{
|
|
SelectCharacter(P, Index);
|
|
}
|
|
}
|
|
|
|
UpdateGear();
|
|
}
|
|
|
|
private function Callback_Head( int MeshIndex, int SkinIndex )
|
|
{
|
|
local Pawn P;
|
|
local KFPawn KFP;
|
|
|
|
P = GetPC().Pawn;
|
|
if( P != none )
|
|
{
|
|
KFP = KFPawn( P );
|
|
if ( KFP != none )
|
|
{
|
|
SelectCustomizationOption(KFP, CO_Head, MeshIndex, SkinIndex);
|
|
}
|
|
}
|
|
|
|
SetGearButtons(MeshIndex, SkinIndex, HeadMeshKey, HeadSkinKey, HeadFunctionKey);
|
|
}
|
|
|
|
private function Callback_Body( int MeshIndex, int SkinIndex )
|
|
{
|
|
local Pawn P;
|
|
local KFPawn KFP;
|
|
|
|
P = GetPC().Pawn;
|
|
if( P != none )
|
|
{
|
|
KFP = KFPawn( P );
|
|
if ( KFP != none )
|
|
{
|
|
SelectCustomizationOption(KFP, CO_Body, MeshIndex, SkinIndex);
|
|
|
|
// When assigning a new body mesh we may need to remove certain attachments
|
|
// refresh filters, and update the equipped accessories list
|
|
UpdateAttachmentsList(CurrentCharInfo.CosmeticVariants);
|
|
SetAttachmentButtons(AttachmentKey, AttachmentFunctionKey);
|
|
}
|
|
}
|
|
|
|
SetGearButtons(MeshIndex, SkinIndex, BodyMeshKey, BodySkinKey, BodyFunctionKey);
|
|
}
|
|
|
|
private function Callback_Attachment1( int MeshIndex, int SkinIndex )
|
|
{
|
|
Callback_AttachmentNumbered(MeshIndex, SkinIndex, 0);
|
|
}
|
|
private function Callback_Attachment2( int MeshIndex, int SkinIndex )
|
|
{
|
|
Callback_AttachmentNumbered(MeshIndex, SkinIndex, 1);
|
|
}
|
|
private function Callback_Attachment3( int MeshIndex, int SkinIndex )
|
|
{
|
|
Callback_AttachmentNumbered(MeshIndex, SkinIndex, 2);
|
|
}
|
|
|
|
private function Callback_AttachmentNumbered(int MeshIndex, int SkinIndex, int SlotIndex)
|
|
{
|
|
local Pawn P;
|
|
local KFPawn KFP;
|
|
local int i;
|
|
local array<int> RemovedAttachments;
|
|
P = GetPC().Pawn;
|
|
if( P != none )
|
|
{
|
|
KFP = KFPawn( P );
|
|
|
|
if ( KFP != none && MyKFPRI != None )
|
|
{
|
|
//CurrentCharInfo.RemoveAttachmentMeshAndSkin(SlotIndex, KFP, MyKFPRI);
|
|
CurrentCharInfo.DetachConflictingAttachments(MeshIndex, KFP, MyKFPRI, RemovedAttachments);
|
|
|
|
SelectCustomizationOption(KFP, CO_Attachment, MeshIndex, SkinIndex, SlotIndex);
|
|
|
|
}
|
|
}
|
|
SetAttachmentButtons(AttachmentKey, AttachmentFunctionKey);
|
|
}
|
|
|
|
private function Callback_Attachment( int MeshIndex, int SkinIndex )
|
|
{
|
|
local Pawn P;
|
|
local KFPawn KFP;
|
|
local int SlotIndex;
|
|
P = GetPC().Pawn;
|
|
if( P != none )
|
|
{
|
|
KFP = KFPawn( P );
|
|
|
|
if ( KFP != none && MyKFPRI != None )
|
|
{
|
|
|
|
CurrentCharInfo.DetachConflictingAttachments(MeshIndex, KFP, MyKFPRI);
|
|
SlotIndex = CurrentCharInfo.GetAttachmentSlotIndex(MeshIndex, KFP, MyKFPRI);
|
|
SelectCustomizationOption(KFP, CO_Attachment, MeshIndex, SkinIndex, SlotIndex);
|
|
}
|
|
}
|
|
|
|
SetAttachmentButtons(AttachmentKey, AttachmentFunctionKey);
|
|
}
|
|
|
|
function RelayFromCheatManager(Pawn P, ECustomizationOption CustomizationOption, int MeshIndex, int SkinIndex, int AttachmentIndex, optional bool bIgnoreConflictingSlots = false)
|
|
{
|
|
if(!bIgnoreConflictingSlots)
|
|
{
|
|
CurrentCharInfo.DetachConflictingAttachments(MeshIndex, KFPawn(P), MyKFPRI);
|
|
}
|
|
SelectCustomizationOption(P, CustomizationOption, MeshIndex, SkinIndex, AttachmentIndex);
|
|
Manager.CachedProfile.SetCharacterGear(MyKFPRI.RepCustomizationInfo);
|
|
}
|
|
|
|
/** Update our character parts when the UI is being used */
|
|
native private function SelectCharacter(Pawn P, byte CharacterIndex);
|
|
native private function SelectCustomizationOption(Pawn P, ECustomizationOption CustomizationOption, int MeshIndex, int SkinIndex, optional int AttachmentIndex);
|
|
|
|
defaultproperties
|
|
{
|
|
CurrentPerkIndex=INDEX_NONE
|
|
|
|
ControllerRotationThreshold=.25
|
|
ControllerRotationRate=15
|
|
KFEmoteInfoString="KFEmoteInfo"
|
|
KFCharacterInfoString="KFCharacterInfo"
|
|
HeadFunctionKey="selectedHead"
|
|
BodyFunctionKey="selectedBody"
|
|
AttachmentFunctionKey="selectedAttachment"
|
|
BodyMeshKey="BodyMesh"
|
|
BodySkinKey="BodySkin"
|
|
HeadMeshKey="HeadMesh"
|
|
HeadSkinKey="HeadSkin"
|
|
AttachmentKey="Attachment"
|
|
AttachmentSkinKey="AttachmentSkin"
|
|
ClearImagePath="CHR_Shared_TEX.NoItem_Selection"
|
|
SubWidgetBindings.Add((WidgetName="customizationComponent",WidgetClass=class'KFGFxObject_Container'))
|
|
SubWidgetBindings.Add((WidgetName="perkSelectionContainer",WidgetClass=class'KFGFxGearContainer_PerksSelection'))
|
|
}
|