141 lines
3.2 KiB
ActionScript
141 lines
3.2 KiB
ActionScript
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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namespace spades {
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class ViewBlockSkin:
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IToolSkin, IViewToolSkin, IBlockSkin {
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private float sprintState;
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private float raiseState;
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private Vector3 teamColor;
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private Matrix4 eyeMatrix;
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private Vector3 swing;
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private Vector3 leftHand;
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private Vector3 rightHand;
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private Vector3 blockColor;
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private float readyState;
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float SprintState {
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set { sprintState = value; }
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}
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float RaiseState {
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set { raiseState = value; }
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}
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Vector3 TeamColor {
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set { teamColor = value; }
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}
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bool IsMuted {
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set {
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// nothing to do
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}
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}
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Matrix4 EyeMatrix {
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set { eyeMatrix = value; }
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}
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Vector3 Swing {
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set { swing = value; }
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}
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Vector3 LeftHandPosition {
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get {
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return leftHand;
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}
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}
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Vector3 RightHandPosition {
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get {
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return rightHand;
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}
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}
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Vector3 BlockColor {
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set { blockColor = value; }
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}
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float ReadyState {
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set { readyState = value; }
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}
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private Renderer@ renderer;
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private AudioDevice@ audioDevice;
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private Model@ model;
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private Image@ sightImage;
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ViewBlockSkin(Renderer@ r, AudioDevice@ dev) {
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@renderer = r;
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@audioDevice = dev;
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@model = renderer.RegisterModel
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("Models/Weapons/Block/Block2.kv6");
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@sightImage = renderer.RegisterImage
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("Gfx/Sight.tga");
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}
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void Update(float dt) {
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}
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void AddToScene() {
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if(readyState < .99f){
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// not ready
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leftHand = Vector3(0.5f, 0.5f, 0.6f);
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rightHand = Vector3(-0.5f, 0.5f, 0.6f);
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return;
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}
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Matrix4 mat = CreateScaleMatrix(0.033f);
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if(sprintState > 0.f) {
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mat = CreateRotateMatrix(Vector3(0.f, 0.f, 1.f),
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sprintState * -0.3f) * mat;
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mat = CreateTranslateMatrix(Vector3(0.1f, -0.4f, -0.05f) * sprintState)
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* mat;
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}
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mat = CreateTranslateMatrix(-0.3f, 0.7f, 0.3f) * mat;
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mat = CreateTranslateMatrix(swing) * mat;
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mat = CreateTranslateMatrix(Vector3(-0.1f, -0.3f, 0.2f) * (1.f - raiseState))
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* mat;
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leftHand = mat * Vector3(5.f, -1.f, 4.f);
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rightHand = mat * Vector3(-5.5f, 3.f, -5.f);
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ModelRenderParam param;
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param.matrix = eyeMatrix * mat;
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param.customColor = blockColor;
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param.depthHack = true;
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renderer.AddModel(model, param);
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}
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void Draw2D() {
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renderer.ColorNP = (Vector4(1.f, 1.f, 1.f, 1.f));
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renderer.DrawImage(sightImage,
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Vector2((renderer.ScreenWidth - sightImage.Width) * 0.5f,
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(renderer.ScreenHeight - sightImage.Height) * 0.5f));
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}
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}
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IBlockSkin@ CreateViewBlockSkin(Renderer@ r, AudioDevice@ dev) {
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return ViewBlockSkin(r, dev);
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}
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}
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