Divergent/mods/Outfit Animations/gamedata/scripts/outfit_animations_backpack....

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enable_animations = false
local fov_manager = outfit_animations_fov_manager
local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
local ruck_last_backpack = -1
local is_animation_playing = false
local item_to_equip = nil
local item_to_unequip = nil
function on_game_start()
RegisterScriptCallback("on_option_change", on_option_change)
RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
RegisterScriptCallback("actor_item_to_slot", on_item_to_slot)
RegisterScriptCallback("actor_item_to_ruck", on_item_to_ruck)
RegisterScriptCallback("actor_on_item_drop", on_item_to_ruck)
end
function on_option_change()
mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
end
function actor_on_first_update()
CreateTimeEvent("outfit_animations_backpack", "enable_backpack_animation_delay_te", 3, function()
ruck_last_backpack = db.actor:item_in_slot(13) and db.actor:item_in_slot(13):id() or -1
enable_animations = true
return true
end)
end
function on_item_to_ruck(obj)
if IsItem("backpack", nil, obj) and obj:id() == ruck_last_backpack then
ruck_last_backpack = -1
if not db.actor:alive() then return end
if not enable_animations then return end
if has_alife_info("BAR_ARENA_FIGHT") then return end
item_to_unequip = get_section_name("outfit_animation_backpack_unequip")
if not is_animation_playing then
is_animation_playing = true
play_animation_enter()
end
end
end
function on_item_to_slot(obj)
if IsItem("backpack", nil, obj) and obj:id() ~= ruck_last_backpack then
ruck_last_backpack = obj:id()
if not db.actor:alive() then return end
if not enable_animations then return end
if has_alife_info("BAR_ARENA_FIGHT") then return end
item_to_equip = get_section_name("outfit_animation_backpack_equip")
if not is_animation_playing then
is_animation_playing = true
play_animation_enter()
end
end
end
------------------------------------------------------------------------------
-- main
------------------------------------------------------------------------------
-- prepare before animation
function play_animation_enter()
hide_hud_inventory()
if headgear_animations then headgear_animations.enable_animations = false end
-- cur_slot = db.actor:active_slot()
det_active = db.actor:active_detector() or nil
if det_active then det_active:switch_state(2) end
db.actor:activate_slot(0)
wait_for_free_hands(play_animation_execute)
end
function play_animation_execute()
if mcm_allow_movement then game.only_allow_movekeys(true) else level.disable_input() end
fov_manager.restore_fov()
if item_to_unequip and item_to_equip then
swap()
elseif item_to_unequip and not item_to_equip then
unequip()
elseif not item_to_unequip and item_to_equip then
equip()
end
end
-- restore after animation
function play_animation_exit()
if mcm_allow_movement then game.only_allow_movekeys(false) else level.enable_input() end
if headgear_animations then headgear_animations.enable_animations = true end
item_to_equip = nil
item_to_unequip = nil
is_animation_playing = false
end
------------------------------------------------------------------------------
function equip()
local anm = "anm_use"
local cam = ini_sys:r_string_ex(item_to_equip, "cam")
local snd = ini_sys:r_string_ex(item_to_equip, "snd")
local length = game.get_motion_length(item_to_equip, anm, 1) / 1000
xr_effects.play_snd(db.actor, nil, { [1] = snd })
level.add_cam_effector(cam, 1301, false, "")
game.play_hud_motion(2, item_to_equip, anm, false, 1)
Invoke("restore_after_animation_te", length + 0.25, play_animation_exit)
end
function unequip()
local anm = "anm_use"
local cam = ini_sys:r_string_ex(item_to_unequip, "cam")
local snd = ini_sys:r_string_ex(item_to_unequip, "snd")
local length = game.get_motion_length(item_to_unequip, anm, 1) / 1000
xr_effects.play_snd(db.actor, nil, { [1] = snd })
level.add_cam_effector(cam, 1302, false, "")
game.play_hud_motion(2, item_to_unequip, anm, false, 1)
Invoke("restore_after_animation_te", length + 0.25, play_animation_exit)
end
function swap()
local anm = "anm_use"
local cam_unequip = ini_sys:r_string_ex(item_to_unequip, "cam")
local snd_unequip = ini_sys:r_string_ex(item_to_unequip, "snd")
local cam_equip = ini_sys:r_string_ex(item_to_equip, "cam")
local snd_equip = ini_sys:r_string_ex(item_to_equip, "snd")
local length_unequip = game.get_motion_length(item_to_unequip, anm, 1) / 1000
local length_equip = game.get_motion_length(item_to_equip, anm, 1) / 1000
xr_effects.play_snd(db.actor, nil, { [1] = snd_unequip })
level.add_cam_effector(cam_unequip, 1303, false, "")
game.play_hud_motion(2, item_to_unequip, anm, false, 1)
Invoke("play_equip_animation_after_unequip_te", length_unequip, function ()
xr_effects.play_snd(db.actor, nil, { [1] = snd_equip })
level.add_cam_effector(cam_equip, 1300, false, "")
game.play_hud_motion(2, item_to_equip, anm, false, 1)
Invoke("restore_after_animation_te", length_equip + 0.25, play_animation_exit)
end)
end
------------------------------------------------------------------------------
-- utils
------------------------------------------------------------------------------
function get_section_name(section)
local faction = character_community(db.actor):sub(7)
return section .. "_" .. faction .. "_hud"
end
function wait_for_free_hands(action_to_perform)
local force_timer = 0
CreateTimeEvent("outfit_animations_backpack", "wait_for_free_hands_te0", 0.1, function()
if (db.actor:active_slot() == 0 and not db.actor:active_detector() and not enhanced_animations.used_item) or (force_timer > 5) then
Invoke("wait_for_free_hands_te1", 0.1, action_to_perform) --i don understan y this works (ノへ ̄、)
return true
end
force_timer = force_timer + (device().time_delta / 1000)
return false
end)
end
function Invoke(name, time, action)
CreateTimeEvent("outfit_animations_backpack", name, time, function()
action()
return true
end)
end