191 lines
6.4 KiB
ActionScript
191 lines
6.4 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 ThirdPersonSMGSkin : IToolSkin, IThirdPersonToolSkin, IWeaponSkin, IWeaponSkin2 {
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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 bool muted;
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private Matrix4 originMatrix;
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private float aimDownSightState;
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private float readyState;
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private bool reloading;
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private float reloadProgress;
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private int ammo, clipSize;
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private float environmentRoom;
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private float environmentSize;
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private float environmentDistance;
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private Vector3 soundOrigin;
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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 { muted = value; }
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}
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Matrix4 OriginMatrix {
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set { originMatrix = value; }
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}
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float PitchBias {
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get { return 0.f; }
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}
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float AimDownSightState {
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set { aimDownSightState = value; }
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}
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bool IsReloading {
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set { reloading = value; }
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}
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float ReloadProgress {
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set { reloadProgress = value; }
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}
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int Ammo {
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set { ammo = value; }
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}
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int ClipSize {
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set { clipSize = 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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// IWeaponSkin2
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void SetSoundEnvironment(float room, float size, float distance) {
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environmentRoom = room;
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environmentSize = size;
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environmentDistance = distance;
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}
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Vector3 SoundOrigin {
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set { soundOrigin = 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 AudioChunk @[] fireMediumSounds(4);
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private AudioChunk @fireFarSound;
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private AudioChunk @fireStereoSound;
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private AudioChunk @[] fireSmallReverbSounds(4);
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private AudioChunk @[] fireLargeReverbSounds(4);
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private AudioChunk @reloadSound;
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ThirdPersonSMGSkin(Renderer @r, AudioDevice @dev) {
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@renderer = r;
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@audioDevice = dev;
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@model = renderer.RegisterModel("Models/Weapons/SMG/Weapon.kv6");
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@fireMediumSounds[0] = dev.RegisterSound("Sounds/Weapons/SMG/V2Third1.opus");
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@fireMediumSounds[1] = dev.RegisterSound("Sounds/Weapons/SMG/V2Third2.opus");
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@fireMediumSounds[2] = dev.RegisterSound("Sounds/Weapons/SMG/V2Third3.opus");
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@fireMediumSounds[3] = dev.RegisterSound("Sounds/Weapons/SMG/V2Third4.opus");
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@fireSmallReverbSounds
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[0] = dev.RegisterSound("Sounds/Weapons/SMG/V2AmbienceSmall1.opus");
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@fireSmallReverbSounds
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[1] = dev.RegisterSound("Sounds/Weapons/SMG/V2AmbienceSmall2.opus");
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@fireSmallReverbSounds
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[2] = dev.RegisterSound("Sounds/Weapons/SMG/V2AmbienceSmall3.opus");
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@fireSmallReverbSounds
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[3] = dev.RegisterSound("Sounds/Weapons/SMG/V2AmbienceSmall4.opus");
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@fireLargeReverbSounds
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[0] = dev.RegisterSound("Sounds/Weapons/SMG/V2AmbienceLarge1.opus");
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@fireLargeReverbSounds
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[1] = dev.RegisterSound("Sounds/Weapons/SMG/V2AmbienceLarge2.opus");
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@fireLargeReverbSounds
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[2] = dev.RegisterSound("Sounds/Weapons/SMG/V2AmbienceLarge3.opus");
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@fireLargeReverbSounds
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[3] = dev.RegisterSound("Sounds/Weapons/SMG/V2AmbienceLarge4.opus");
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@fireFarSound = dev.RegisterSound("Sounds/Weapons/SMG/FireFar.opus");
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@fireStereoSound = dev.RegisterSound("Sounds/Weapons/SMG/FireStereo.opus");
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@reloadSound = dev.RegisterSound("Sounds/Weapons/SMG/Reload.opus");
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}
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void Update(float dt) {}
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void WeaponFired() {
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if (!muted) {
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Vector3 origin = soundOrigin;
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AudioParam param;
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param.volume = 9.f;
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audioDevice.Play(fireMediumSounds[GetRandom(fireMediumSounds.length)], origin,
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param);
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param.volume = 8.f * environmentRoom;
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param.referenceDistance = 10.f;
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if (environmentSize < 0.5f) {
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audioDevice.Play(fireSmallReverbSounds[GetRandom(fireSmallReverbSounds.length)],
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origin, param);
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} else {
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audioDevice.Play(fireLargeReverbSounds[GetRandom(fireLargeReverbSounds.length)],
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origin, param);
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}
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param.volume = .4f;
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param.referenceDistance = 10.f;
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audioDevice.Play(fireFarSound, origin, param);
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param.referenceDistance = 1.f;
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audioDevice.Play(fireStereoSound, origin, param);
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}
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}
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void ReloadingWeapon() {
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if (!muted) {
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Vector3 origin = soundOrigin;
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AudioParam param;
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param.volume = 0.2f;
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audioDevice.Play(reloadSound, origin, param);
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}
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}
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void ReloadedWeapon() {}
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void AddToScene() {
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Matrix4 mat = CreateScaleMatrix(0.05f);
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mat = mat * CreateScaleMatrix(-1.f, -1.f, 1.f);
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mat = CreateTranslateMatrix(0.35f, -1.f, 0.0f) * mat;
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ModelRenderParam param;
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param.matrix = originMatrix * mat;
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renderer.AddModel(model, param);
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}
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}
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IWeaponSkin @CreateThirdPersonSMGSkin(Renderer @r, AudioDevice @dev) {
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return ThirdPersonSMGSkin(r, dev);
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}
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}
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