Make a landinggear for a chopper
to do
explainl'idee howest wed'utiliser managele toscript dodu thecoffre landingde gearla voiture de base du tuto ed bohemia en le modifiant
pastenous allons utilsier le componenet carprocanim
comment le carproc anim amrche
il y a 1 signal le .siga et le fichier d'anim et .pap
1er partie le .siga
l'input sera le lanceur du signal
value sera la position de depart
2eme partie le .pap
3 Action manager
a. action manager
b. additional info

l'additional info va appeler le fichier script dans lequel il y a plusieur contenu
signal Name will be the code
explainname in the use.siga input
here is the content of the editorscript file
class SCR_TrunkUserAction : ScriptedUserAction
{
[Attribute(defvalue: "Drawer 1", uiwidget: UIWidgets.EditBox, desc: "Signal name of trunk action in procedural animation project")]
protected string m_sSignalName; //for pairing with the user action
[Attribute(defvalue: "0", uiwidget: UIWidgets.EditBox, desc: "Value of signal when trunk is closed")]
protected float m_fSignalMin;
[Attribute(defvalue: "1", uiwidget: UIWidgets.EditBox, desc: "Value of signal when trunk is opened")]
protected float m_fSignalMax;
[Attribute(defvalue: "Open", uiwidget: UIWidgets.EditBox, desc: "Text for the 'Open' action")]
protected string m_sOpenText; // Texte pour l'action "Open"
[Attribute(defvalue: "Close", uiwidget: UIWidgets.EditBox, desc: "Text for the 'Close' action")]
protected string m_sCloseText; // Texte pour l'action "Close"
[Attribute(defvalue: "SOUND_CONTAINER_OPEN", uiwidget: UIWidgets.EditBox, desc: "Sound event name when opening")]
protected string m_sOpenSoundEvent; // Événement sonore pour l'ouverture
[Attribute(defvalue: "SOUND_CONTAINER_CLOSE", uiwidget: UIWidgets.EditBox, desc: "Sound event name when closing")]
protected string m_sCloseSoundEvent; // Événement sonore pour la fermeture
protected int m_iSignalIndex = -1;
//! Signal manager to pass signals into proc anim
private SignalsManagerComponent m_SignalsManager;
//! Sound component
private SCR_VehicleSoundComponent m_SoundComponent;
//------------------------------------------------------------------------------------------------
override bool CanBeShownScript(IEntity user)
{
return CanBePerformedScript(user);
}
//------------------------------------------------------------------------------------------------
override bool CanBePerformedScript(IEntity user)
{
if(!m_SignalsManager)
return false;
if (m_iSignalIndex < 0)
{
m_iSignalIndex = m_SignalsManager.FindSignal(m_sSignalName);
return false;
}
return true;
}
//---------------------------------------------------------
override void PerformAction(IEntity pOwnerEntity, IEntity pUserEntity)
{
float targetValue = Math.AbsFloat((m_SignalsManager.GetSignalValue(m_iSignalIndex)) - m_fSignalMax);
m_SignalsManager.SetSignalValue(m_iSignalIndex, targetValue);
// Play sound
if (m_SoundComponent)
{
if(targetValue > 0)
{
m_SoundComponent.SoundEvent(m_sOpenSoundEvent); // Utilise l'événement sonore défini pour l'ouverture
}
else
{
m_SoundComponent.SoundEvent(m_sCloseSoundEvent); // Utilise l'événement sonore défini pour la fermeture
}
}
}
//------------------------------------------------------------------------------------------------
override bool GetActionNameScript(out string outName)
{
if((m_SignalsManager.GetSignalValue(m_iSignalIndex)) == 0)
{
outName = m_sOpenText; // Utilise le texte défini pour l'ouverture
} else
{
outName = m_sCloseText; // Utilise le texte défini pour la fermeture
}
return true;
}
//------------------------------------------------------------------------------------------------
override void Init(IEntity pOwnerEntity, GenericComponent pManagerComponent)
{
m_SignalsManager = SignalsManagerComponent.Cast(pOwnerEntity.FindComponent(SignalsManagerComponent));
m_SoundComponent = SCR_VehicleSoundComponent.Cast(pOwnerEntity.FindComponent(SCR_VehicleSoundComponent));
}
}






