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KF2-Dev-Scripts/KFGame/Classes/KFGFxPerksContainer_Details.uc
2023-09-21 22:31:11 +03:00

201 lines
6.6 KiB
Ucode

//=============================================================================
// KFGFxPerksContainer_Details
//=============================================================================
// Class Description
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Author 12/10/2013
//=============================================================================
class KFGFxPerksContainer_Details extends KFGFxPerksContainer;
var localized string ExperienceString, ObjectivesString, PerkBonusesString, BasicLoadoutString;
function Initialize( KFGFxObject_Menu NewParentMenu )
{
super.Initialize( NewParentMenu );
LocalizeContainer();
}
function LocalizeContainer()
{
GetObject("objectivesTitleTextField").SetString("text", ObjectivesString);
GetObject("perkBonusTextField").SetString("text", PerkBonusesString);
GetObject("basicLoadoutTextField").SetString("text", BasicLoadoutString);
}
function bool CanChooseWeapons(KFPlayerController KFPC)
{
local KFGameReplicationInfo KFGRI;
KFGRI = KFGameReplicationInfo(KFPC.WorldInfo.GRI);
if (KFPC != none)
{
if (KFPC.Pawn.IsAliveAndWell() == false
|| KFPC.PlayerReplicationInfo.bIsSpectator
|| KFPC.PlayerReplicationInfo.bOnlySpectator)
{
return true;
}
}
if (KFGRI != none)
{
if (KFGRI.WaveNum == 0)
{
if (KFGRI.bWaveStarted)
{
return false;
}
}
else
{
return false;
}
}
return true;
}
function UpdateDetailsInternal(class<KFPerk> PerkClass, KFPlayerController KFPC, byte WeaponIdx, byte SecondaryWeaponIdx, byte GrenadeIdx)
{
local GFxObject DetailsProvider;
local array<string> WeaponNames;
local array<string> WeaponSources;
local int i;
local bool CanIChooseWeapons;
DetailsProvider = CreateObject( "Object" );
DetailsProvider.SetString( "ExperienceMessage", ExperienceString @ KFPC.GetPerkXP(PerkClass) );
if(PerkClass.default.PrimaryWeaponDef != none)
{
AddWeaponInfo(WeaponNames, WeaponSources, PerkClass.static.GetPrimaryWeaponName(WeaponIdx), PerkClass.static.GetPrimaryWeaponImagePath(WeaponIdx));
}
if(PerkClass.default.SecondaryWeaponPaths.Length > 0)
{
AddWeaponInfo(WeaponNames, WeaponSources, PerkClass.static.GetSecondaryWeaponName(SecondaryWeaponIdx), PerkClass.static.GetSecondaryWeaponImagePath(SecondaryWeaponIdx));
}
if(PerkClass.default.KnifeWeaponDef != none)
{
AddWeaponInfo(WeaponNames, WeaponSources, PerkClass.default.KnifeWeaponDef.static.GetItemName(), PerkClass.default.KnifeWeaponDef.static.GetImagePath());
}
if(PerkClass.default.GrenadeWeaponDef != none)
{
AddWeaponInfo(WeaponNames, WeaponSources, PerkClass.static.GetGrenadeWeaponName(GrenadeIdx), PerkClass.static.GetGrenadeWeaponImagePath(GrenadeIdx));
}
for (i = 0; i < WeaponNames.length; i++)
{
DetailsProvider.SetString( "WeaponName" $ i, WeaponNames[i] );
DetailsProvider.SetString( "WeaponImage" $ i, "img://"$WeaponSources[i] );
}
DetailsProvider.SetString( "EXPAction1", PerkClass.default.EXPAction1 );
DetailsProvider.SetString( "EXPAction2", PerkClass.default.EXPAction2 );
CanIChooseWeapons = CanChooseWeapons(KFPC);
DetailsProvider.SetBool("ShowPrimaryWeaponSelectors", CanIChooseWeapons && PerkClass.static.CanChoosePrimaryWeapon());
DetailsProvider.SetBool("ShowSecondaryWeaponSelectors", CanIChooseWeapons && PerkClass.static.CanChooseSecondaryWeapon());
DetailsProvider.SetBool("ShowGrenadeSelectors", PerkClass.static.CanChooseGrenade());
SetObject( "detailsData", DetailsProvider );
}
function UpdateDetails(class<KFPerk> PerkClass, byte SelectedSkills[`MAX_PERK_SKILLS], bool IsChoosingPrev, bool IsChoosingNext, bool UpdateUI)
{
local KFPlayerController KFPC;
local byte WeaponIdx, SecondaryWeaponIdx, GrenadeIdx;
KFPC = KFPlayerController( GetPC() );
if ( KFPC == none)
{
return;
}
WeaponIdx = 0;
SecondaryWeaponIdx = 0;
GrenadeIdx = 0;
UpdateAndGetCurrentWeaponIndexes(PerkClass, KFPC, WeaponIdx, SecondaryWeaponIdx, GrenadeIdx, SelectedSkills, IsChoosingPrev, IsChoosingNext);
if (UpdateUI)
{
UpdateDetailsInternal(PerkClass, KFPC, WeaponIdx, SecondaryWeaponIdx, GrenadeIdx);
}
}
function AddWeaponInfo(out array<string> WeaponNames, out array<string> WeaponSources, string WeaponName, string WeaponSource)
{
WeaponNames.AddItem(WeaponName);
WeaponSources.AddItem(WeaponSource);
}
function UpdatePassives(Class<KFPerk> PerkClass)
{
local GFxObject PassivesProvider;
local GFxObject PassiveObject;
local KFPlayerController KFPC;
local array<string> PassiveValues, Increments;
local byte i;
KFPC = KFPlayerController( GetPC() );
if ( KFPC != none )
{
PerkClass.static.GetPassiveStrings( PassiveValues, Increments, KFPC.GetPerkLevelFromPerkList(PerkClass));
PassivesProvider = CreateArray();
for ( i = 0; i < PassiveValues.length; i++ )
{
PassiveObject = CreateObject( "Object" );
PassiveObject.SetString( "PassiveTitle", PerkClass.default.Passives[i].Title );
PassiveObject.SetString( "PerkBonusModifier", Increments[i]);
PassiveObject.SetString( "PerkBonusAmount", PassiveValues[i] );
PassivesProvider.SetElementObject( i, PassiveObject );
}
}
SetObject( "passivesData", PassivesProvider );
}
function UpdateAndGetCurrentWeaponIndexes(class<KFPerk> PerkClass, KFPlayerController KFPC, out byte WeaponIdx, out byte SecondaryWeaponIdx, out byte GrenadeIdx
, byte SelectedSkills[`MAX_PERK_SKILLS], bool IsChoosingPrev, bool IsChoosingNext)
{
local KFGameReplicationInfo KFGRI;
KFGRI = KFGameReplicationInfo(KFPC.WorldInfo.GRI);
SecondaryWeaponIdx = PerkClass.static.GetSecondaryWeaponSelectedIndex(KFPC.SurvivalPerkSecondaryWeapIndex);
if (KFPC.CurrentPerk.Class.Name == PerkClass.Name)
{
KFPC.CurrentPerk.StartingSecondaryWeaponClassIndex = SecondaryWeaponIdx;
}
if (PerkClass.Name == 'KFPerk_Survivalist')
{
WeaponIdx = PerkClass.static.GetWeaponSelectedIndex(KFPC.SurvivalPerkWeapIndex);
GrenadeIdx = PerkClass.static.GetGrenadeSelectedIndexUsingSkills(KFPC.SurvivalPerkGrenIndex, SelectedSkills, IsChoosingPrev, IsChoosingNext);
if (KFPC.CurrentPerk.Class.Name == PerkClass.Name)
{
KFPerk_Survivalist(KFPC.CurrentPerk).StartingWeaponClassIndex = WeaponIdx;
KFPerk_Survivalist(KFPC.CurrentPerk).StartingGrenadeClassIndex = GrenadeIdx;
// If we are in no gameplay time insta change
if (!KFGRI.bWaveIsActive)
{
KFPerk_Survivalist(KFPC.CurrentPerk).UpdateCurrentGrenade();
}
}
}
}