-
Notifications
You must be signed in to change notification settings - Fork 1
/
LBBasicCharacaterController.uc
524 lines (438 loc) · 18.5 KB
/
LBBasicCharacaterController.uc
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
/**
* LBBasicCharacaterController
*
* Creation date: 04.07.2017 22:55
* Copyright 2017, Win10
*/
class LBBasicCharacaterController extends LBInteractableMechanism;
enum ActionTypes
{
ActionTypes_SartStopWithAnim, //Action starts when animation starts, ends when animation ends, returns to default action
ActionTypes_LoopWithAnim, //Action starts when animation starts, stops when interrupted or deactivated (for looped or continious)
ActionTypes_SartStopByNotify, //Action starts when animnotify_start is reached, stops, when animnotify_stop is reached
ActionTypes_ContiniousOrNoAnim, //Action is performed after activation undefined time or has default animation
};
enum InterruptTypes
{
InterruptTypes_Interruptable, //Action can be interrupted abytime anyway
InterruptTypes_Uninterruptible, //Action cannot be interrupted
InterruptTypes_ConditionalInterrupt, //Action can be interrupted when @bcaninterrupt is true
//InterruptTypes_SwitchInterrupt, //Action can be interrupted or switched to an action from list @AllowedToSwitchActions
};
enum ActionNotifyTypes
{
ActionNotifyTypes_ActionPerform,
ActionNotifyTypes_ActionStart,
ActionNotifyTypes_ActionEnd,
};
struct LBCharActionInfo
{
var() int ActionCode; //The code of this action, used in script
var() name ActionName; //The name of this action, should be the same as the corresponding link in LBBlendByAction
var() ActionTypes ActionType;
var() InterruptTypes InterruptType;
var(Action) bool bActivatesFromDefault; //This action can be activated from Default (-1) action
var(Action) bool bAllowMovement; //This action can only be performed while idle, no movement can be performed during this action
var(ActionInterrupt) array<int> AllowedInterruptActions; //Array of action codes, which overrides <all actions> by default with few from this list which are allowed to interrupt this action
var(ActionSwitch) int SwitchToAction; //Code of an action, to which this action should switch after it finishes, -1 is for Default
var(Animation) bool bLoopActionAnim;
var(Animation) float ActionAnimPlayRate;
var(Animation) float ActionAnimPlayPos;
var(Animation) float ActionAnimBlendTime;
// var(ActionConditions) CustomConditionMet
structdefaultproperties
{
SwitchToAction=-1
bActivatesFromDefault=true
bLoopActionAnim=false
ActionAnimPlayRate=1.0f
ActionAnimPlayPos=0.0f
ActionAnimBlendTime=0.15f
}
};
var(ActionList) array<LBCharActionInfo> CharacterActionList;
/* Possible modification: ActionAnimBlendTime
* Modify anything else at your own risk!
*/
var(ActionList) LBCharActionInfo DefaultAction;
/* Tells which blend nodes (LBBlendByAction) does this mechanism control --
* updates only nodes, which have certain @GroupTag (GroupTag==ActionGroup)
* if left blank (ActionGroup==none), this mechanism only works with blend nodes with @GroupTag==none
* for example -- characters facial animations can be updated independently of its walk animations
*/
var(ActionGroup) name ActionGroup;
var array<LBBlendByAction> blendbyactionnodes;
var array<AnimNodeSequence> actionseqs;
var int curaction; //текущее действие (индекс в массиве CharacterActionList)
var bool bcaninterrupt; //можно ли прервать в данный момент текущее действие
var AnimNode curanim; //текущая анимация
function InitMechanism()
{
ResetToDefaultAction();
InitAnimation();
}
function InitAnimation()
{
local LBBlendByAction blendbyaction;
local AnimNodeSequence anim;
local int i;
LogInfo("Blend by action nodes:");
i=0;
if (LBPawn(parent)!=none)
{
foreach LBPawn(parent).Mesh.AllAnimNodes(class'LBBlendByAction', blendbyaction)
{
if (blendbyaction!=none)
{
i++;
blendbyaction.SetActiveChild(0, 0.5); //сброс на исходное состояние
LogInfo(i@":"@blendbyaction);
blendbyactionnodes.AddItem(blendbyaction);
}
}
}
else if (LBSkeletalMeshActor(parent)!=none)
{
foreach LBSkeletalMeshActor(parent).SkeletalMeshComponent.AllAnimNodes(class'LBBlendByAction', blendbyaction)
{
if (blendbyaction!=none)
{
i++;
blendbyaction.SetActiveChild(0, 0.5); //сброс на исходное состояние
LogInfo(i@":"@blendbyaction);
blendbyactionnodes.AddItem(blendbyaction);
}
}
}
else if (LBSKMPhysicsActor(parent)!=none)
{
foreach LBSKMPhysicsActor(parent).SkeletalMeshComponent.AllAnimNodes(class'LBBlendByAction', blendbyaction)
{
if (blendbyaction!=none)
{
i++;
blendbyaction.SetActiveChild(0, 0.5); //сброс на исходное состояние
LogInfo(i@":"@blendbyaction);
blendbyactionnodes.AddItem(blendbyaction);
}
}
}
if (i==0)
LogInfo("None found...");
}
function PerfromTick(float dt)
{
//`log("Tick!");
if (curaction<0) //если нету действия -- не наше дело
return;
if (AnimNodeSequence(curanim)!=none)
{
//`log(curanim.name@"is playing:"@AnimNodeSequence(curanim).bPlaying);
if (!AnimNodeSequence(curanim).bPlaying) //Если вдруг прекратилось проигрывание
{
if (CharacterActionList[curaction].ActionType == ActionTypes_SartStopWithAnim)
{
OnActionStop(curaction);
}
}
}
}
function LBCharActionInfo CharActionInfoByIndex(int index)
{
if (index>-1 && index<CharacterActionList.Length)
return CharacterActionList[index];
else
return defaultaction;
}
function LBCharActionInfo FindCharActionInfoByCode(int actioncode)
{
local int i;
local LBCharActionInfo info;
if (actioncode == -1)
{
return defaultaction;
}
for (i=0;i<CharacterActionList.Length;i++)
{
if (CharacterActionList[i].ActionCode==actioncode)
{
return CharacterActionList[i];
}
}
return defaultaction;
}
function int FindCharActionInfoIndexByCode(int actioncode)
{
local int i;
for (i=0;i<CharacterActionList.Length;i++)
{
if (CharacterActionList[i].ActionCode==actioncode)
{
return i;
}
}
return -1;
}
//проверка, может ли newaction прервать curaction
function bool IsAllowedInterruptor(LBCharActionInfo curaction, LBCharActionInfo newaction)
{
local int i;
if (curaction.AllowedInterruptActions.Length>0)
{
for (i=0;i<curaction.AllowedInterruptActions.Length;i++)
{
if (newaction.ActionCode == curaction.AllowedInterruptActions[i])
return true;
}
}
else
return true;
return false;
}
//может ли владелец (паун) позволит прервать
function bool IsAllowedByParent(LBCharActionInfo action)
{
if (!action.bAllowMovement)
{
if (Vsize(parent.Velocity)!=0)
return false;
}
return true;
}
//специальное условие для производных классов
function bool IsCustomConditionMet(int actionid)
{
return true;
}
function UpdateAnimationNodes(LBCharActionInfo actioninfo)
{
local int i,j;
local AnimNode anim;
local bool bfoundanynode;
//if (actioninfo.ActionType==ActionTypes_ContiniousOrNoAnim)
// return;
for (i=0;i<blendbyactionnodes.Length;i++)
{
bfoundanynode=false; //если не найдём никакой анимации -- можем испльзовать ReservNode
//Если данный механизм имеет право контролировать эту группу блэнд нодов
if (ActionGroup==blendbyactionnodes[i].GroupTag || (ActionGroup=='' && blendbyactionnodes[i].GroupTag==''))
{
for (j=0;j<blendbyactionnodes[i].Children.Length;j++)
{
if (blendbyactionnodes[i].Children[j].Name == actioninfo.ActionName)
{
//blendbyactionnodes[i].SetActiveChild(j,actioninfo.ActionAnimBlendTime); -> GetBlendTimeForOutput
blendbyactionnodes[i].SetActiveChild(j,blendbyactionnodes[i].GetBlendTimeForOutput(j));
anim=blendbyactionnodes[i].Children[j].Anim;
//AnimNodeSequence(anim).SetPosition(0.0f,false);
//AnimNodeSequence(anim).PlayAnim(actioninfo.bLoopActionAnim,actioninfo.ActionAnimPlayRate,actioninfo.ActionAnimPlayPos);
curanim=anim;
bfoundanynode=true;
//по умолчанию не трогаем -- там всё само регулируеются
//if (actioninfo.ActionName != 'Default')
//{
if (actioninfo.ActionType!=ActionTypes_ContiniousOrNoAnim)
anim.PlayAnim(actioninfo.bLoopActionAnim,actioninfo.ActionAnimPlayRate,actioninfo.ActionAnimPlayPos); //не нужно сразу проигрывать! просто перемотать время на 0.0, установить скорость а может и нет
//}
//anim.PlayAnim();
}
}
//Если не нашли ни одного выхода, соотвествтующего действию -- можем просто передать на запасной выхода @ReserveNode
if (!bfoundanynode && blendbyactionnodes[i].bUseReserveNode)
{
for (j=0;j<blendbyactionnodes[i].Children.Length;j++)
{
if (blendbyactionnodes[i].Children[j].Name == blendbyactionnodes[i].ReserveNode)
{
blendbyactionnodes[i].SetActiveChild(j,actioninfo.ActionAnimBlendTime);
//anim=blendbyactionnodes[i].Children[j].Anim;
//curanim=anim;
//bfoundanynode=true;
//if (actioninfo.ActionType!=ActionTypes_ContiniousOrNoAnim)
// anim.PlayAnim(actioninfo.bLoopActionAnim,actioninfo.ActionAnimPlayRate,actioninfo.ActionAnimPlayPos); //не нужно сразу проигрывать! просто перемотать время на 0.0, установить скорость а может и нет
}
}
}
}
}
}
/*An entry point to the Action System
Called to start corresponding animation from @CharacterActionList
*/
function BeginAction(int actionid)
{
local LBCharActionInfo actioninfo;
local LBCharActionInfo curactioninfo;
local int i;
actioninfo=CharActionInfoByIndex(actionid);
curactioninfo=CharActionInfoByIndex(curaction);
if(actioninfo.ActionName == '')
{
LogError("proc:: BeginAction(); action "$actionid$" is not avaliable.");
return;
}
//если текущее действие не является действием по умолчанию, которое может быть прервано запросто
if(curaction>-1)
{
//если текущее действие не может быть прервано
if (curactioninfo.InterruptType == InterruptTypes_Uninterruptible)
{
LogError("proc:: BeginAction(); cannot start action "$actioninfo.ActionName$", an uninterruptible action "$curactioninfo.ActionName$" is already being performed.");
return;
}
//если текущее действие может быть прервано с опредлённым условием, но условие не выполнено
else if (curactioninfo.InterruptType == InterruptTypes_ConditionalInterrupt && bcaninterrupt == false)
{
LogError("proc:: BeginAction(); cannot start action "$actioninfo.ActionName$", bcaninterrupt is FALSE.");
return;
}
}
else
{
//если текущее действие не может быть вызвано из изначального действия (действием по умолчанию)
if (actioninfo.bActivatesFromDefault == false)
{
LogError("proc:: BeginAction(); cannot start action "$actioninfo.ActionName$", it cannot be activated from within the default action.");
return;
}
}
//пробиваем по списку доступных прерывателей
if (!IsAllowedInterruptor(curactioninfo,actioninfo))
{
LogError("proc:: BeginAction(); cannot start action "$actioninfo.ActionName$", because it is not a valid interruptor for action "$curactioninfo.ActionName$".");
return;
}
//проверяем, может ли владелец позволить данное действие
if (!IsAllowedByParent(actioninfo))
{
LogError("proc:: BeginAction(); cannot start action "$actioninfo.ActionName$", because parent "$parent$" does not allow at the moment.");
return;
}
if (!IsCustomConditionMet(actionid))
return;
if (curaction>-1)
OnActionInterrupt(actionid, curaction);
LogInfo("proc:: BeginAction(), current action is "$actioninfo.ActionName$".");
curaction=actionid;
UpdateAnimationNodes(actioninfo);
OnActionStart(actionid);
}
function SwitchAction(int actionid)
{
local LBCharActionInfo actioninfo;
if (CharacterActionList.Length>0 && actionid>-1 && actionid<CharacterActionList.Length)
curaction=actionid;
else
curaction=-1;
actioninfo=CharActionInfoByIndex(curaction);
UpdateAnimationNodes(actioninfo);
}
function ResetToDefaultAction()
{
curaction=-1;
UpdateAnimationNodes(defaultaction);
}
function StopAction(int action)
{
}
//Для производных классов
function HandleActionStart(int startedaction)
{
}
//Called when an action was started
event OnActionStart(int startedaction)
{
local LBCharActionInfo actioninfo;
actioninfo=CharActionInfoByIndex(startedaction);
HandleActionStart(startedaction);
LogInfo("event:: OnActionStart(); action "@actioninfo.ActionName$" has started.");
}
function HandleAnimNotify(int actioncode, int actiondata, ActionNotifyTypes notifytype)
{
}
event OwnerAnimNotify(AnimNodeSequence notifynode, AnimNotify notify)
{
local LBAnimNotify_Action actionnotify;
actionnotify=LBAnimNotify_Action(notify);
if(actionnotify==none)
return;
HandleAnimNotify(actionnotify.ActionCode,actionnotify.ActionData,actionnotify.ActionNotifyType);
}
//Для производных классов
function HandleActionStop(int stoppedaction)
{
}
//Called when an action was successfully completed
event OnActionStop(int stoppedaction)
{
local LBCharActionInfo actioninfo;
local LBCharActionInfo curactioninfo;
local int newactionid;
actioninfo=CharActionInfoByIndex(stoppedaction);
if (actioninfo.SwitchToAction<0)
{
ResetToDefaultAction();
curactioninfo=CharActionInfoByIndex(curaction);
LogInfo("event:: OnActionStop(); action "@actioninfo.ActionName$" has stopped, current action is "$curactioninfo.ActionName$".");
OnActionStart(-1);
}
else
{
newactionid=FindCharActionInfoIndexByCode(actioninfo.SwitchToAction);
SwitchAction(newactionid);
curactioninfo=CharActionInfoByIndex(curaction);
LogInfo("event:: OnActionStop(); action "@actioninfo.ActionName$" has stopped, current action is "$curactioninfo.ActionName$".");
OnActionStart(newactionid);
}
HandleActionStop(stoppedaction);
}
//Called when an action was interrupted
event OnActionInterrupt(int interrupted, int interrupter)
{
local LBCharActionInfo actioninfo;
local LBCharActionInfo curactioninfo;
actioninfo=CharActionInfoByIndex(interrupted);
curactioninfo=CharActionInfoByIndex(interrupter);
LogInfo("event:: OnActionInterrupt(); action "@actioninfo.ActionName$" has interrupted action "$curactioninfo.ActionName$".");
}
function bool GetParamBool(name param)
{
if (param == 'bAllowMovement')
{
//`log(param@"="@CharActionInfoByIndex(curaction).bAllowMovement);
return CharActionInfoByIndex(curaction).bAllowMovement;
}
else
return super.GetParamBool(param);
}
function int GetParamInt(name param)
{
if (param == 'CurrentAction' || param == 'CurAction')
{
return curaction;
}
else if (param == 'CurentActonCode' || param == 'CurActionCode')
{
return CharActionInfoByIndex(curaction).ActionCode;
}
else
return super.GetParamInt(param);
}
function SetParamInt(name param, int value, optional int priority=0)
{
super.SetParamInt(param, value);
if (param=='BeginAction')
{
BeginAction(FindCharActionInfoIndexByCode(value));
}
}
defaultproperties
{
mechname="Basic_Character_Controller"
defaultaction=(ActionCode=-1, ActionName="Default", ActionType=ActionTypes_ContiniousOrNoAnim, bAllowMovement=TRUE)
MechanismParams.Add((ParamName="CurAction", ParamType=ParamType_Integer, ParamInfo="Integer. Read. Gets currently performed action @curaction."))
MechanismParams.Add((ParamName="CurentActonCode", ParamType=ParamType_Integer, ParamInfo="Integer. Read. Gets currently performed action's code @ActionCode."))
MechanismParams.Add((ParamName="BeginAction", ParamType=ParamType_Integer, ParamInfo="Integer. Write. Sets the number of an action from action list, wich should be executed."))
MechanismParams.Add((ParamName="bAllowMovement", ParamType=ParamType_Boolean, ParamInfo="Boolean. Read. Returns TRUE if current action allows movement, otherwise -- FALSE."))
//Добавить что-то вроде GetNotifyStats, который будет true только когда приходит соответствующий нотифай
}