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https://github.com/acemod/ACE3.git
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27808847db
- Replace the way of calculating 3D positions for subactions
87 lines
2.6 KiB
Plaintext
87 lines
2.6 KiB
Plaintext
/*
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* Author: NouberNou and CAA-Picard
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* Render an interaction menu and it's children recursively
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*
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* Argument:
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* 0: Object <OBJECT>
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* 1: Action data <ARRAY>
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* 2: 3D position <ARRAY>
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* 3: Angle range available for rendering <ARRAY>
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*
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* Return value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_menuInSelectedPath", "_path", "_menuDepth", "_currentRenderDepth", "_x", "_offset", "_newPos", "_forEachIndex"];
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EXPLODE_4_PVT(_this,_object,_action,_pos,_angles);
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EXPLODE_2_PVT(_action,_actionData,_activeChildren);
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EXPLODE_2_PVT(_angles,_centerAngle,_maxAngleSpan);
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_menuDepth = (count GVAR(menuDepthPath)) - 1;
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// Store path to action
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_path = [_object] + (_actionData select 7);
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// Check if the menu is on the selected path
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_menuInSelectedPath = true;
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{
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if (_forEachIndex >= (count GVAR(menuDepthPath))) exitWith {
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_menuInSelectedPath = false;
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};
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if (_x != (GVAR(menuDepthPath) select _forEachIndex)) exitWith {
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_menuInSelectedPath = false;
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};
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} forEach _path;
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// Render icon
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// ARGB Color (First Hex Pair is transparancy)
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_color = "#FFFFFFFF";
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if(!_menuInSelectedPath) then { //_menuDepth > 0 &&
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if (_menuDepth > 0) then {
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_color = format ["#%1FFFFFF", [255 * ((((count _path) - 2)/_menuDepth) max 0.25)] call EFUNC(common,toHex)];
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} else {
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_color = format ["#%1FFFFFF", [255 * 0.75] call EFUNC(common,toHex)];
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};
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};
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[_actionData select 0, _color, _pos, 1, 1, 0, _actionData select 1, 0.5, 0.025, "TahomaB"] call FUNC(renderIcon);
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// Add the action to current options
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GVAR(currentOptions) pushBack [_this, _pos, _path];
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// Exit without rendering children if it isn't
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if !(_menuInSelectedPath) exitWith {true};
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private ["_angleSpan","_angle"];
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_angleSpan = _maxAngleSpan min (55 * ((count _activeChildren) - 1));
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if (_angleSpan >= 305) then {
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_angleSpan = 360;
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};
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_angle = _centerAngle - _angleSpan / 2;
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{
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_target = _object;
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_player = ACE_player;
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_mod = (0.15 max (0.15 * ((positionCameraToWorld [0, 0, 0]) distance _pos))) / GVAR(selfMenuScale);
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_offset = ((GVAR(refSystem) select 1) vectorMultiply (-_mod * cos _angle)) vectorAdd
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((GVAR(refSystem) select 2) vectorMultiply (-_mod * sin _angle));
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_newPos = ((_pos call EFUNC(common,positionToASL)) vectorAdd _offset) call EFUNC(common,ASLToPosition);
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//drawLine3D [_pos, _newPos, [1,0,0,0.5]];
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[_object, _x, _newPos, [_angle, 140]] call FUNC(renderMenu);
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if (_angleSpan == 360) then {
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_angle = _angle + _angleSpan / (count _activeChildren);
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} else {
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_angle = _angle + _angleSpan / (((count _activeChildren)-1) max 1);
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};
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} forEach _activeChildren;
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true
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