Divergent/mods/Outfit Animations/gamedata/scripts/outfit_animations_inspect.s...

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local keybind = outfit_animations_mcm.get_config("keybind")
local modifier = outfit_animations_mcm.get_config("modifier")
local mode = outfit_animations_mcm.get_config("mode")
local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
local mcm_keybinds = ui_mcm and ui_mcm.key_hold
local fov_manager = outfit_animations_fov_manager
function on_game_start()
RegisterScriptCallback("on_option_change", on_option_change)
RegisterScriptCallback("on_key_hold", on_key_hold)
RegisterScriptCallback("on_key_press", on_key_press)
end
function on_option_change()
keybind = outfit_animations_mcm.get_config("keybind")
modifier = outfit_animations_mcm.get_config("modifier")
mode = outfit_animations_mcm.get_config("mode")
mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
end
function on_key_hold(key)
if mcm_keybinds and (key == keybind) and (mode == 2) and ui_mcm.get_mod_key(modifier) and ui_mcm.key_hold("liz_outfit_animations", key) then
--do stuff on hold
play_animation()
end
end
function on_key_press(key)
if key ~= keybind then return end
if (not mcm_keybinds) then
-- do stuff for non mcm users
play_animation()
return
end
if (mode == 0) and ui_mcm.get_mod_key(modifier) then
ui_mcm.simple_press("liz_outfit_animations", key, play_animation)
end
if (mode == 1) and ui_mcm.get_mod_key(modifier) and ui_mcm.double_tap("liz_outfit_animations", key) then
-- do stuff for double tap
play_animation()
return
end
end
----------------------------------------
-- main
----------------------------------------
local cur_slot
local det_active
function play_animation()
--safety chekcs
if not db.actor:alive() then return end
if has_alife_info("bar_arena_fight") then return end
--prepare
hide_hud_inventory()
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(function()
--play
fov_manager.restore_fov()
if mcm_allow_movement then game.only_allow_movekeys(true) else level.disable_input() end
local delay = 0.25
local m_section = "outfit_animation_inspect_hud"
local anm = "anm_equip"
local cam = ini_sys:r_string_ex(m_section, "cam")
local snd = ini_sys:r_string_ex(m_section, "snd")
local length = 0
length = length + game.get_motion_length(m_section, anm, 1) / 1000
Invoke("play_outfti_inspect_animation_te1", delay, function()
xr_effects.play_snd(db.actor, nil, {[1] = snd})
level.add_cam_effector(cam, 1300, false, "")
game.play_hud_motion(2, m_section, anm, false, 1)
end)
--restore
Invoke("play_outfti_inspect_animation_te2", length + delay + 0.25, function()
if mcm_allow_movement then game.only_allow_movekeys(false) else level.enable_input() end
db.actor:activate_slot(cur_slot or 0)
if det_active then det_active:switch_state(1) end
end)
end)
end
----------------------------------------
-- helper functions
----------------------------------------
function wait_for_free_hands(action_to_perform)
local force_timer = 0
CreateTimeEvent("outfit_animations_inspect", "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, 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_inspect", name, time, function()
action()
return true
end)
end