osb/source/game/interfaces/StarSwingableItem.cpp

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2023-06-20 04:33:09 +00:00
#include "StarSwingableItem.hpp"
namespace Star {
SwingableItem::SwingableItem() {
m_swingAimFactor = 0;
m_swingStart = 0;
m_swingFinish = 0;
}
SwingableItem::SwingableItem(Json const& params) : FireableItem(params) {
setParams(params);
}
void SwingableItem::setParams(Json const& params) {
m_swingStart = params.getFloat("swingStart", 60) * Constants::pi / 180;
m_swingFinish = params.getFloat("swingFinish", -40) * Constants::pi / 180;
m_swingAimFactor = params.getFloat("swingAimFactor", 1);
m_coolingDownAngle = params.optFloat("coolingDownAngle").apply([](float angle) { return angle * Constants::pi / 180; });
FireableItem::setParams(params);
}
float SwingableItem::getAngleDir(float angle, Direction) {
return getAngle(angle);
}
float SwingableItem::getAngle(float aimAngle) {
if (!ready()) {
if (coolingDown()) {
if (m_coolingDownAngle)
return *m_coolingDownAngle + aimAngle * m_swingAimFactor;
else
return -Constants::pi / 2;
}
if (m_timeFiring < windupTime())
return m_swingStart + (m_swingFinish - m_swingStart) * m_timeFiring / windupTime() + aimAngle * m_swingAimFactor;
return m_swingFinish + (m_swingStart - m_swingFinish) * fireTimer() / (cooldownTime() + windupTime()) + aimAngle * m_swingAimFactor;
}
return -Constants::pi / 2;
}
float SwingableItem::getItemAngle(float aimAngle) {
return getAngle(aimAngle);
}
String SwingableItem::getArmFrame() {
return "rotation";
}
}