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Scriptname default2StateActivator extends ObjectReference Conditional
{for any activator with standard open/close states}
import debug
import utility
bool property isOpen = false auto conditional
{set to true to start open}
bool property doOnce = false auto
{set to true to open/close on first activation only}
bool property isAnimating = false auto Hidden Conditional
{is the activator currently animating from one state to another?}
string property openAnim = "open" auto
{animation to play when opening}
string property closeAnim = "close" auto
{animation to play when closing}
string property openEvent = "opening" auto
{open event name - waits for this event before considering itself "open"}
string property closeEvent = "closing" auto
{close event name - waits for this event before considering itself "closed"}
string property startOpenAnim = "opened" auto
{OnLoad calls this if the object starts in the open state}
bool property bAllowInterrupt = FALSE auto
{Allow interrupts while animation? Default: FALSE}
bool property zInvertCollision = FALSE auto
{Typically this will be False (DEFAULT). The References LinkRef'd Chained with the TwoStateCollisionKeyword will typically be
Enabled onOpen, and Disabled on Close. If you want that functionality inverted set this to TRUE}
int property myState = 1 auto hidden
keyword property TwoStateCollisionKeyword auto
; true when static or animating
; 0 == open or opening
; 1 == closed or closing
;-----------------------------------------------------------
; Added by USLEEP 3.0.9 for Bug #21999
;-----------------------------------------------------------
bool property USLEEP_IsOpenByDefault = false auto
{Default: FALSE. Set to TRUE only if the editor-placed object is open.}
bool USLEEP_HasAlreadyLoaded = false
;Tracking bool
;-----------------------------------------------------------
EVENT OnLoad()
;USLEEP 3.0.9 Bug #21999: added a check for the tracking bool:
;This function should only run on first load and after a reset.
if USLEEP_HasAlreadyLoaded == false
SetDefaultState()
;USLEEP 3.0.9 Bug #21999: set tracking bool to 'true' to prevent this function from being called again on reload:
USLEEP_HasAlreadyLoaded = true
endif
endEVENT
Event OnReset()
;USLEEP 3.0.9 Bug #21999: removed the following line, since the OnLoad event will call this function anyway
;SetDefaultState()
EndEvent
;This has to be handled as a function, since OnLoad and OnReset can fire in either order, and we can't handle competing animation calls.
Function SetDefaultState()
if (isOpen)
;USLEEP 3.0.9 Bug #21999: added this check to prevent the 'open' animation from being called on references that are open already:
if USLEEP_IsOpenByDefault == false
playAnimationandWait(startOpenAnim, openEvent)
endif
if (zInvertCollision == FALSE)
;trace(self + " Disabling Collision")
DisableLinkChain(TwoStateCollisionKeyword)
else
;trace(self + " Enabling Collision")
EnableLinkChain(TwoStateCollisionKeyword)
endif
myState = 0
Else
;USLEEP 3.0.9 Bug #21999: added this check to prevent the 'close' animation from being called on references that are closed already:
if USLEEP_IsOpenByDefault
playAnimationandWait(closeAnim, closeEvent)
endif
if (zInvertCollision == FALSE)
;trace(self + " Enabling Collision")
EnableLinkChain(TwoStateCollisionKeyword)
else
;trace(self + " Disabling Collision")
DisableLinkChain(TwoStateCollisionKeyword)
endif
myState = 1
EndIf
EndFunction
auto STATE waiting ; waiting to be activated
EVENT onActivate (objectReference triggerRef)
; Debug.Trace("d2SA RESETS: " + Self + " " + isOpen)
; switch open state when activated
SetOpen(!isOpen)
if (doOnce)
gotostate("done")
endif
endEVENT
endState
STATE busy
; This is the state when I'm busy animating
EVENT onActivate (objectReference triggerRef)
if bAllowInterrupt == TRUE
; send the activation\
SetOpen(!isOpen)
else
; block activation
;trace (self + " Busy")
endif
endEVENT
endSTATE
STATE done
EVENT onActivate (objectReference triggerRef)
;Do nothing
endEVENT
endSTATE
function SetOpen(bool abOpen = true)
; if busy, wait to finish
while getState() == "busy"
wait(1)
endWhile
; open/close if necessary
isAnimating = true
if abOpen && !isOpen
gotoState ("busy")
;trace(self + " Opening")
if bAllowInterrupt == TRUE || !Is3DLoaded()
playAnimation(openAnim) ; Animate Open
else
playAnimationandWait(openAnim, openEvent) ; Animate Open
endif
;trace(self + " Opened")
if (zInvertCollision == FALSE)
;trace(self + " Disabling Collision")
DisableLinkChain(TwoStateCollisionKeyword)
else
;trace(self + " Enabling Collision")
EnableLinkChain(TwoStateCollisionKeyword)
endif
isOpen = true
gotoState("waiting")
elseif !abOpen && isOpen
gotoState ("busy")
;trace(self + " Closing")
if bAllowInterrupt == TRUE || !Is3DLoaded()
playAnimation(closeAnim)
else
playAnimationandWait(closeAnim, closeEvent) ; Animate Closed
endif
;trace(self + " Closed")
if (zInvertCollision == FALSE)
;trace(self + " Enabling Collision")
EnableLinkChain(TwoStateCollisionKeyword)
else
;trace(self + " Disabling Collision")
DisableLinkChain(TwoStateCollisionKeyword)
endif
isOpen = false
gotoState("waiting")
endif
isAnimating = false
endFunction