104 lines
2.5 KiB
Plaintext
104 lines
2.5 KiB
Plaintext
scriptName SpearTrap extends MovingTrap
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;
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;
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;This is the script for the blade trap
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;Activating the trap causes it to toggle on and off
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;If activated while in the process of stopping, it should be able to handle that.
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;================================================================
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import debug
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import utility
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;If Loop is true, it swings until activated again.
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;If Loop is false, it swings once when activated.
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bool restartLooping = false
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bool finishedPlaying = false
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float property initialDelay = 0.05 auto
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string property fireAnim = "Trigger01" auto
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{firing animation, should not need to change}
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string property fireEvent = "TrapStart" auto
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{firing animation event, should not need to change}
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string property resetAnim = "Open" auto
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{reset animation, should not need to change}
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string property resetEvent = "Opening" auto
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{reset animation event, should not need to change}
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string property startResetAnim = "Opened" auto
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{reset animation event, should not need to change}
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;-----------------------------------
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Function fireTrap()
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isFiring = True
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;Basic wind up and fire once checking
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;TRACE("fireTrap called")
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ResolveLeveledDamage()
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hitBase.goToState("CanHit")
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if WindupSound
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WindupSound.play( self as ObjectReference) ;play windup sound
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endif
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wait( initialDelay ) ;wait for windup
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;TRACE("Initial Delay complete")
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if (fireOnlyOnce == True) ;If this can be fired only once then disarm
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trapDisarmed = True
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endif
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;TRACE("Looping =")
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;TRACE(Loop)
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;Trap Guts
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finishedPlaying = False
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while !finishedPlaying && isLoaded
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;trace(self + "Firing trap: playanimation(" + fireAnim + ")")
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;trace(self + "Firing trap: waiting for event(" + fireEvent + ")")
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PlayAnimationAndWait(fireAnim, fireEvent)
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finishedPlaying = True
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if loop ;Reset Limiter
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resetLimiter()
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endif
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wait(0.0)
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endWhile
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if isLoaded
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isFiring = False
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hitBase.goToState("CannotHit")
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goToState("Reset")
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endif
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;trace(self + "Reset trap: playanimation(" + resetAnim + ")")
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;trace(self + "Reset trap: waiting for event(" + resetEvent + ")")
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;PlayAnimationAndWait(resetAnim, resetEvent)
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endFunction
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Function ResetLimiter()
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finishedPlaying = False
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;TrapHitBase hitBase = (self as objectReference) as TrapHitBase
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;hitBase.goToState("CanHit")
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EndFunction
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Event onReset()
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self.reset()
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goToState("Idle")
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endEvent
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event onCellAttach()
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isLoaded = TRUE
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if isFiring == True
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fireTrap()
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endif
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EndEvent
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event onCellDetach()
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; debug.Trace(self + " has recieved onUnload event")
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isLoaded = FALSE
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endEvent
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