DayZ 1.29
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DayZIntroSceneXbox.c
См. документацию.
2{
3 protected bool m_IsCharFemale;
5
13
16 protected Weather m_Weather;
17 protected Object m_Clutter;
20 protected ref TIntArray m_Date = new TIntArray;
21
23
27
32
33 //==================================
34 // DayZIntroSceneXbox
35 //==================================
37 {
38 m_MenuData = g_Game.GetMenuData();
39
40 m_LastPlayedCharacterID = m_MenuData.GetLastPlayedCharacter();
41 m_CharacterPos = "0 0 0";
42 m_CharacterDir = "0 0 0";
43
44 //g_Game.m_PlayerName = "Survivor"; //default
45 if ( m_MenuData.GetCharactersCount() == 0 )
46 {
48 }
49
50 if ( m_LastPlayedCharacterID > -1 )
51 {
52 string characterName = g_Game.GetPlayerGameName();
53 m_MenuData.GetCharacterName(m_LastPlayedCharacterID, characterName);
54 g_Game.SetPlayerGameName(characterName);
55 }
56
57 // Camera Setup
58 vector camera_position;
59 camera_position[0] = 1323.0; // X
60 camera_position[1] = 1.0; // Y
61 camera_position[2] = 1590.37; // Z
62 float camera_rotation_h = 100;
63 float camera_rotation_v = -3;
64 float camera_fov = 0.85;
65 float camera_focus_distance = 0.0;
66 float camera_focus_streght = 0.0;
67
68 // Character
69 float character_distance = 2.25;
70
71 // Camera Setup
72 m_SceneCamera = CameraCreate(camera_position, camera_rotation_h, camera_rotation_v, camera_fov, camera_focus_distance, camera_focus_streght);
73 m_SceneCamera.SetActive(true);
74
75 PPEffects.Init(); //Deprecated, left in for legacy purposes only
76
77 // Character Setup
78 vector cam_dir = m_SceneCamera.GetDirection();
79 m_CharacterPos = camera_position + ( cam_dir * character_distance );
81 m_CharacterDir = (camera_position - m_CharacterPos);
82
83 float overcast = 0.42;
84 float rain = 0.0;
85 float snowfall = 0.0;
86 float fog = 0.0;
87
88
89 m_Weather = g_Game.GetWeather();
90 m_Weather.GetOvercast().SetLimits(overcast, overcast);
91 m_Weather.GetRain().SetLimits(rain, rain);
92 m_Weather.GetSnowfall().SetLimits(snowfall, snowfall);
93 m_Weather.GetFog().SetLimits(fog, fog);
94
95 m_Weather.GetOvercast().Set(overcast, 0, 0);
96 m_Weather.GetRain().Set(rain, 0, 0);
97 m_Weather.GetSnowfall().Set(snowfall, 0, 0);
98 m_Weather.GetFog().Set(fog, 0, 0);
99
101 m_Character.LoadCharacterData(m_CharacterPos, m_CharacterDir);
102
103 m_TimerParticle.Run(0.1, this, "SetupParticles", null, false);
104 //m_TimerDate.Run(2.0, this, "SetupDate", null, false);
105 m_TimerUpdate.Run(0.5, this, "SetupCharacter", null, true);
106
107 vector clut_pos = SnapToGround( m_CharacterPos + "-1 0 0" );
108 m_Clutter = g_Game.CreateObject( "ClutterCutter2x2", clut_pos, true );
109
110 // Xbox check update
112
113 g_Game.SetHudBrightness(g_Game.GetHUDBrightnessSetting());
114
116 }
117
119 {
120 if ( m_TimerUpdate )
121 {
122 m_TimerUpdate.Stop();
123 delete m_TimerUpdate;
124 m_TimerUpdate = null;
125 }
126
127 if ( m_TimerParticle )
128 {
129 m_TimerParticle.Stop();
130 delete m_TimerParticle;
131 m_TimerParticle = null;
132 }
133
134
135 if ( m_TimerDate )
136 {
137 m_TimerDate.Stop();
138 delete m_TimerDate;
139 m_TimerDate = null;
140 }
141
143
144 g_Game.ObjectDelete( m_SceneCamera );
145
146 if ( m_MenuData )
147 {
148 m_MenuData.ClearCharacters();
149 }
150
154
156 }
157
158 protected void SetInitPostprocesses()
159 {
160 PPERequester_MenuEffects requester;
161 Class.CastTo(requester,PPERequesterBank.GetRequester(PPERequester_MenuEffects));
162
163 requester.SetVignetteIntensity(0.3);
164 PPERequesterBank.GetRequester(PPERequester_IntroChromAbb).Start();
165 }
166
167 //==============================================
168 // GetIntroSceneCharacter
169 //==============================================
174
175 //==================================
176 // SetupCharacter
177 //==================================
179 {
180 if ( m_Character.GetCharacterObj() )
181 {
182 vector v = m_Character.GetCharacterObj().GetOrientation();
183 v[0] = -75;
184 m_Character.GetCharacterObj().SetOrientation(v);
185 }
186 }
187
188 //==================================
189 // SetupParticles
190 //==================================
192 {
194 //SEffectManager.PlayInWorld(m_FXParticleCarSmoke, "1330.36 2.11628 1594.31");
195 //SEffectManager.PlayInWorld(m_FXParticleCarSmoke, "1333.88 1.51392 1594.88");
196 SEffectManager.PlayInWorld(m_FXParticleCarSmoke, "1331.52 2.34052 1593.55");
197
198 vector pos = m_SceneCamera.GetPosition() + m_SceneCamera.GetDirection() * 1.5;
199 vector dir = m_SceneCamera.GetDirection();
200 float temp = dir[0];
201 dir[0] = dir[2];
202 dir[2] = -temp;
203
204 vector pos_right = pos + (dir * 1.5);
205 vector pos_left = pos + (-dir * 1.5);
206
209
212 }
213
214 //==================================
215 // SetupDate
216 //==================================
218 {
219 //g_Game.GetWorld().SetDate(m_Date.Get(0), m_Date.Get(1), m_Date.Get(2), m_Date.Get(3), m_Date.Get(4));
220 //g_Game.GetWorld().SetDate(2020, 10, 15, 18, 20);
221 }
222
223 //==================================
224 // CheckXboxClientUpdateLoopStart
225 //==================================
227 {
228 if ( CheckXboxClientUpdate() )
229 {
230 m_TimerClientUpdate.Run(30, this, "CheckXboxClientUpdate", null, true);
231 }
232 }
233
234 //==================================
235 // CheckXboxClientUpdateLoopStop
236 //==================================
238 {
240 {
241 m_TimerClientUpdate.Stop();
242 delete m_TimerClientUpdate;
243 m_TimerClientUpdate = null;
244 }
245 }
246
247 //==================================
248 // CheckXboxClientUpdate
249 //==================================
251 {
253 }
254
255 //==================================
256 // CameraCreate
257 //==================================
258 protected Camera CameraCreate(vector cam_pos, float cam_rot_h, float cam_rot_v, float cam_fov, float cam_focus_dist, float cam_focus_strg)
259 {
260 Camera cam = Camera.Cast( g_Game.CreateObject("staticcamera", SnapToGround(cam_pos), true));
261 cam.SetOrientation( Vector( cam_rot_h, cam_rot_v, 0) );
262 cam.SetFOV( cam_fov );
263 cam.SetFocus(cam_focus_dist, cam_focus_strg);
264
265 return cam;
266 }
267
268 //==================================
269 // GetCamera
270 //==================================
272 {
273 return m_SceneCamera;
274 }
275
276 //==================================
277 // ResetIntroCamera
278 //==================================
280 {
281
282 }
283
284 //==================================
285 // SetCharacterFemale
286 //==================================
287 void SetCharacterFemale(bool fem)
288 {
289 m_IsCharFemale = fem;
290 }
291
292 //==================================
293 // IsCharacterFemale
294 //==================================
296 {
297 return m_IsCharFemale;
298 }
299
300 //==================================
301 // CreateRandomCharacter
302 //==================================
304 {
305 string character_name;
306 string params[2];
307
309
310 if (m_IsCharFemale)
311 {
312 character_name = m_CharPersonalityFemaleList.GetRandomElement();
313 }
314 else
315 {
316 character_name = m_CharPersonalityMaleList.GetRandomElement();
317 }
318
319 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(UpdateCharacterPos, 250);
320 }
321
323 {
324 string name;
325 BiosUserManager user_manager = g_Game.GetUserManager();
326 if( user_manager )
327 {
328 BiosUser user = user_manager.GetSelectedUser();
329 if( user )
330 {
331 g_Game.SetPlayerGameName( user.GetName() );
332 return;
333 }
334 }
336 }
337
339 {
340 if (m_Character.GetCharacterObj())
341 {
342 m_Character.GetCharacterObj().SetPosition(m_CharacterPos);
343 m_Character.GetCharacterObj().SetDirection(m_CharacterDir.Normalized() );
344 }
345 }
346
347 void SaveCharName( string name )
348 {
349 GetDayZGame().InitCharacterMenuDataInfo(m_MenuData.GetCharactersCount());
350
351 //if (!GetDayZGame().IsNewCharacter() && m_LastPlayedCharacterID > -1)
352 //{
353 m_MenuData.SetCharacterName(m_LastPlayedCharacterID, name);
354 //}
355 if (m_Character.IsDefaultCharacter())
356 {
357 g_Game.GetMenuDefaultCharacterData().SetCharacterName(name);
358 }
359 m_MenuData.SaveCharactersLocal();
360 }
361
362 // ------------------------------------------------------------
364 {
365 float pos_x = pos[0];
366 float pos_z = pos[2];
367 float pos_y = g_Game.SurfaceY(pos_x, pos_z);
368 vector tmp_pos = Vector(pos_x, pos_y, pos_z);
369 tmp_pos[1] = tmp_pos[1] + pos[1];
370
371 return tmp_pos;
372 }
373};
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
DayZGame g_Game
Определения DayZGame.c:3942
DayZGame GetDayZGame()
Определения DayZGame.c:3944
PPERequesterCategory
Определения PPEConstants.c:29
proto native owned string GetName()
Определения BiosUserManager.c:9
proto native BiosUser GetSelectedUser()
Returns the currently selected user.
Определения Camera.c:85
Super root of all classes in Enforce script.
Определения EnScript.c:11
bool IsCharacterFemale()
Определения DayZIntroSceneXbox.c:295
vector SnapToGround(vector pos)
Определения DayZIntroSceneXbox.c:363
ref TStringArray m_CharShirtList
Определения DayZIntroSceneXbox.c:9
Camera m_SceneCamera
Определения DayZIntroSceneXbox.c:15
ref Timer m_TimerParticle
Определения DayZIntroSceneXbox.c:29
Camera CameraCreate(vector cam_pos, float cam_rot_h, float cam_rot_v, float cam_fov, float cam_focus_dist, float cam_focus_strg)
Определения DayZIntroSceneXbox.c:258
ref TStringArray m_CharPersonalityFemaleList
Определения DayZIntroSceneXbox.c:8
ref TStringArray m_CharShoesList
Определения DayZIntroSceneXbox.c:11
ref MenuEvaporation m_FXParticleStreamLeft
Определения DayZIntroSceneXbox.c:25
MenuData m_MenuData
Определения DayZIntroSceneXbox.c:22
void CreateRandomCharacter()
Определения DayZIntroSceneXbox.c:303
ref TStringArray m_CharPantsList
Определения DayZIntroSceneXbox.c:10
void SetupParticles()
Определения DayZIntroSceneXbox.c:191
ref TStringArray m_genderList
Определения DayZIntroSceneXbox.c:6
void ~DayZIntroSceneXbox()
Определения DayZIntroSceneXbox.c:118
ref MenuEvaporation m_FXParticleStreamRight
Определения DayZIntroSceneXbox.c:26
void SetupCharacter()
Определения DayZIntroSceneXbox.c:178
Weather m_Weather
Определения DayZIntroSceneXbox.c:16
void CheckXboxClientUpdateLoopStart()
Определения DayZIntroSceneXbox.c:226
ref Timer m_TimerDate
Определения DayZIntroSceneXbox.c:30
bool m_IsCharFemale
Определения DayZIntroSceneXbox.c:3
ref IntroSceneCharacter m_Character
Определения DayZIntroSceneXbox.c:14
bool CheckXboxClientUpdate()
Определения DayZIntroSceneXbox.c:250
void SetInitPostprocesses()
Определения DayZIntroSceneXbox.c:158
void UpdateCharacterPos()
Определения DayZIntroSceneXbox.c:338
void UpdateSelectedUserName()
Определения DayZIntroSceneXbox.c:322
vector m_CharacterPos
Определения DayZIntroSceneXbox.c:18
void SetupDate()
Определения DayZIntroSceneXbox.c:217
void SaveCharName(string name)
Определения DayZIntroSceneXbox.c:347
ref TStringArray m_CharPersonalityMaleList
Определения DayZIntroSceneXbox.c:7
ref Timer m_TimerClientUpdate
Определения DayZIntroSceneXbox.c:31
void DayZIntroSceneXbox()
Определения DayZIntroSceneXbox.c:36
ref TIntArray m_Date
Определения DayZIntroSceneXbox.c:20
Camera GetCamera()
Определения DayZIntroSceneXbox.c:271
int m_LastPlayedCharacterID
Определения DayZIntroSceneXbox.c:4
vector m_CharacterDir
Определения DayZIntroSceneXbox.c:19
IntroSceneCharacter GetIntroCharacter()
Определения DayZIntroSceneXbox.c:170
void CheckXboxClientUpdateLoopStop()
Определения DayZIntroSceneXbox.c:237
void ResetIntroCamera()
Определения DayZIntroSceneXbox.c:279
ref Timer m_TimerUpdate
Определения DayZIntroSceneXbox.c:28
ref TStringArray m_AllCharacters
Определения DayZIntroSceneXbox.c:12
Object m_Clutter
Определения DayZIntroSceneXbox.c:17
void SetCharacterFemale(bool fem)
Определения DayZIntroSceneXbox.c:287
ref MenuCarEngineSmoke m_FXParticleCarSmoke
Определения DayZIntroSceneXbox.c:24
void IntroSceneCharacter()
Определения IntroSceneCharacter.c:19
TODO doc.
Определения EnScript.c:118
Определения EnMath.c:7
Определения gameplay.c:917
Определения MenuEvaporation.c:2
Определения ObjectTyped.c:2
static bool CheckUpdate()
Определения OnlineServices.c:734
Определения OnlineServices.c:2
static PPEManager GetPPEManager()
Returns the manager instance singleton.
Определения PPEManager.c:27
Static component of PPE manager, used to hold the instance.
Определения PPEManager.c:3
static void Init()
Определения PPEffects.c:52
Deprecated; 'PPEManager' used instead.
Определения PPEffects.c:3
static int PlayInWorld(notnull Effect eff, vector pos)
Play an Effect.
Определения EffectManager.c:47
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
Определения EffectManager.c:271
Manager class for managing Effect (EffectParticle, EffectSound)
Определения EffectManager.c:6
Определения DayZPlayerImplement.c:39
Определения Weather.c:168
Определения EnConvert.c:119
const string DEFAULT_CHARACTER_NAME
Определения 3_Game/DayZ/constants.c:985
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
array< string > TStringArray
Определения EnScript.c:712
array< int > TIntArray
Определения EnScript.c:714
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/DayZ/tools/tools.c:10
const int CALL_CATEGORY_GUI
Определения 3_Game/DayZ/tools/tools.c:9