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141 lines
6.0 KiB
Lua
141 lines
6.0 KiB
Lua
----------------------------------------------------------------------------------------------------
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--
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-- Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
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--
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-- SPDX-License-Identifier: Apache-2.0 OR MIT
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--
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--
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--
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----------------------------------------------------------------------------------------------------
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local gameplayMultiHandler = require('Scripts.Utils.Components.GameplayUtils')
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local vectorized_combination =
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{
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Properties =
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{
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XCoordEventName = "",
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YCoordEventName = "",
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ZCoordEventName = "",
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OutgoingGameplayEventName = "",
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DeadZoneLength = 0.2,
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},
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}
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function vectorized_combination:OnActivate()
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self.vectorizedValue = Vector3(0,0,0)
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self.active = false
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self.outgoingId = GameplayNotificationId(self.entityId, self.Properties.OutgoingGameplayEventName, "Vector3")
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self.vectorizedHandlers = gameplayMultiHandler.ConnectMultiHandlers{
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[GameplayNotificationId(self.entityId, self.Properties.XCoordEventName, "float")] = {
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OnEventBegin = function(floatValue) self:UpdateX(floatValue) end,
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OnEventUpdating = function(floatValue) self:UpdateX(floatValue) end,
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OnEventEnd = function(floatValue) self:UpdateX(0) end,
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},
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[GameplayNotificationId(self.entityId, self.Properties.YCoordEventName, "float")] = {
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OnEventBegin = function(floatValue) self:UpdateY(floatValue) end,
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OnEventUpdating = function(floatValue) self:UpdateY(floatValue) end,
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OnEventEnd = function(floatValue) self:UpdateY(0) end,
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},
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[GameplayNotificationId(self.entityId, self.Properties.ZCoordEventName, "float")] = {
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OnEventBegin = function(floatValue) self:UpdateZ(floatValue) end,
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OnEventUpdating = function(floatValue) self:UpdateZ(floatValue) end,
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OnEventEnd = function(floatValue) self:UpdateZ(0) end,
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},
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}
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-- deprecated bus id's will be removed in 1.12
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-------------------------------------------------------------------------
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self.deprecatedOutgoingId = GameplayNotificationId(self.entityId, self.Properties.OutgoingGameplayEventName)
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self.deprecatedVectorizedHandlers = gameplayMultiHandler.ConnectMultiHandlers{
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[GameplayNotificationId(self.entityId, self.Properties.XCoordEventName)] = {
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OnEventBegin = function(floatValue) self:UpdateX(floatValue) end,
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OnEventUpdating = function(floatValue) self:UpdateX(floatValue) end,
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OnEventEnd = function(floatValue) self:UpdateX(0) end,
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},
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[GameplayNotificationId(self.entityId, self.Properties.YCoordEventName)] = {
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OnEventBegin = function(floatValue) self:UpdateY(floatValue) end,
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OnEventUpdating = function(floatValue) self:UpdateY(floatValue) end,
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OnEventEnd = function(floatValue) self:UpdateY(0) end,
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},
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[GameplayNotificationId(self.entityId, self.Properties.ZCoordEventName)] = {
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OnEventBegin = function(floatValue) self:UpdateZ(floatValue) end,
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OnEventUpdating = function(floatValue) self:UpdateZ(floatValue) end,
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OnEventEnd = function(floatValue) self:UpdateZ(0) end,
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},
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}
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-------------------------------------------------------------------------
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end
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function vectorized_combination:OnDeactivate()
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self.vectorizedHandlers:Disconnect()
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self.deprecatedVectorizedHandlers:Disconnect()
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end
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function vectorized_combination:SendGameplayEvent()
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local shouldBeActive = self.vectorizedValue:GetLength() > self.Properties.DeadZoneLength
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if shouldBeActive and not self.active then
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GameplayNotificationBus.Event.OnEventBegin(self.outgoingId, self.vectorizedValue, "float")
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elseif shouldBeActive and self.active then
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GameplayNotificationBus.Event.OnEventUpdating(self.outgoingId, self.vectorizedValue, "float")
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elseif not shouldBeActive and self.active then
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GameplayNotificationBus.Event.OnEventEnd(self.outgoingId, self.vectorizedValue, "float")
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end
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self.active = shouldBeActive
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-- otherwise we were not active and shouldn't be active so do nothing
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end
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-- X coordinate handlers
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function vectorized_combination:UpdateX(floatValue)
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self.vectorizedValue.x = floatValue
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self:SendGameplayEvent()
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end
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-- Y coordinate handlers
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function vectorized_combination:UpdateY(floatValue)
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self.vectorizedValue.y = floatValue
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self:SendGameplayEvent()
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end
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-- Z coordinate handlers
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function vectorized_combination:UpdateZ(floatValue)
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self.vectorizedValue.z = floatValue
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self:SendGameplayEvent()
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end
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--deprecated methods will be removed in 1.12
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-------------------------------------------------------------------------
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function vectorized_combination:DeprecatedSendGameplayEvent()
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local shouldBeActive = self.vectorizedValue:GetLength() > self.Properties.DeadZoneLength
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if shouldBeActive and not self.active then
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GameplayNotificationBus.Event.OnEventBegin(self.deprecatedOutgoingId, self.vectorizedValue)
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elseif shouldBeActive and self.active then
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GameplayNotificationBus.Event.OnEventUpdating(self.deprecatedOutgoingId, self.vectorizedValue)
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elseif not shouldBeActive and self.active then
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GameplayNotificationBus.Event.OnEventEnd(self.deprecatedOutgoingId, self.vectorizedValue)
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end
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self.active = shouldBeActive
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-- otherwise we were not active and shouldn't be active so do nothing
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end
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-- X coordinate handlers
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function vectorized_combination:DeprecatedUpdateX(floatValue)
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self.vectorizedValue.x = floatValue
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self:DeprecatedSendGameplayEvent()
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end
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-- Y coordinate handlers
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function vectorized_combination:DeprecatedUpdateY(floatValue)
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self.vectorizedValue.y = floatValue
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self:DeprecatedSendGameplayEvent()
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end
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-- Z coordinate handlers
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function vectorized_combination:DeprecatedUpdateZ(floatValue)
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self.vectorizedValue.z = floatValue
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self:DeprecatedSendGameplayEvent()
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end
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-------------------------------------------------------------------------
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return vectorized_combination
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