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KF2-Dev-Scripts/Engine/Classes/ApexDestructibleActor.uc

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/*=============================================================================
ApexDestructibleActor.uc: PhysX APEX integration. Destructible Actor
Copyright 2008-2009 NVIDIA Corporation.
=============================================================================*/
/*** This class defines a single instance of a destructible asset */
class ApexDestructibleActor extends Actor
dependson(ApexDestructibleAsset)
dependson(LightComponent)
native(Mesh)
placeable
config(Engine);
/** Expose LightEnvironment to the user */
var() DynamicLightEnvironmentComponent LightEnvironment;
/** If set, use this actor's fracture materials instead of the asset's fracture materials. */
var() bool bFractureMaterialOverride;
/** Fracture effects for each fracture level. Used only if Fracture Material Override is set. */
var() const editfixedsize array<FractureMaterial> FractureMaterials;
/** If checked, only a single effect from FractureMaterials is played within the bounding box of all fractured chunks. The effect chosen will be the one corresponding to the destructible's SupportDepth. */
var() const bool bPlaySingleFractureMaterialEffect;
/** The destructible static component. */
var() const editconst ApexStaticDestructibleComponent StaticDestructibleComponent;
/** LOD setting. LOD < 0 enables automatic LOD. LOD >= 0 forces an LOD setting. */
var() const int LOD;
/** Defines an array that designates which of the destructible chunks are visible */
var init array<byte> VisibilityFactors;
/** Cached sounds for fractures. */
var transient array<SoundCue> FractureSounds;
/** Cached particle effects for fractures. */
var transient array<ParticleSystem> FractureParticleEffects;
event SpawnFractureEmitter(ParticleSystem EmitterTemplate, vector SpawnLocation, vector SpawnDirection)
{
local ParticleSystemComponent PSC;
local LightingChannelContainer Lights;
PSC = WorldInfo.MyEmitterPool.SpawnEmitter( EmitterTemplate, SpawnLocation, rotator(SpawnDirection) );
Lights = PSC.LightingChannels;
// TODO: Modify Lights here according to FractureMaterial
Lights.Dynamic = TRUE;
Lights.bInitialized = TRUE;
PSC.SetLightingChannels(Lights);
}
/** Initialize FractureSounds and FractureParticleEffects */
native function CacheFractureEffects();
simulated event PostBeginPlay()
{
Super.PostBeginPlay();
CacheFractureEffects();
}
/** Declares the TakeDamage script function */
simulated native function TakeDamage
(
int Damage, /* The amount of Damage to apply */
Controller EventInstigator, /* The instigator of this event */
vector HitLocation, /* The location where the impact occured */
vector Momentum, /* The momentum of the impact */
class<DamageType> DamageType, /* The type of damage to apply */
optional TraceHitInfo HitInfo, /* The detailed hit information for this damage event */
optional Actor DamageCauser /* The actor which caused the damage */
);
/** Declares the radius damage script function */
simulated native function TakeRadiusDamage
(
Controller InstigatedBy, /* The instigator for this radius damage */
float BaseDamage, /* The base damage amount */
float DamageRadius, /* The radius of the damage */
class<DamageType> DamageType, /* The type of damage to apply */
float Momentum, /* The momentum of the damage */
vector HurtOrigin, /* The origin of the damage */
bool bFullDamage, /* Whether or not to apply full damage or attenuated damage */
Actor DamageCauser, /* The actor which caused the damage */
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optional float DamageFalloffExponent=1.f,
optional bool bAdjustRadiusDamage=true
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);
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function OnSetMaterial(SeqAct_SetMaterial Action)
{
StaticDestructibleComponent.SetMaterial( Action.MaterialIndex, Action.NewMaterial );
}
cpptext
{
// Function to check whether Actor still has chunks, if it doesn't destroy actor.
virtual void TickAuthoritative( FLOAT DeltaSeconds );
/** Synchronizes this actor to all rigid body components **/
virtual void SyncActorToRBPhysics();
/*** Sets the physics on this actor
* @param NewPhysics : Use PHYS_None for a static destructible, PHYS_RigidBody for a dynamic destructible.
* @param NewFloor : Not used.
* @param NewFloorV : Not used.
*/
virtual void setPhysics(BYTE NewPhysics, AActor *NewFloor, FVector NewFloorV);
/** Process a property change event.
* @param PropertyThatChanged : The property value which changed
*/
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
/** Process an edit move event.
*
* @param : bFinished : True if the move is complete.
*/
virtual void PostEditMove(UBOOL bFinished);
/** Notification of the post load event. */
virtual void PostLoad();
/**
* Called by MirrorActors to perform a mirroring operation on the actor. Overridden since
* APEX destructible actors can't handle mirror transforms.
*/
virtual void EditorApplyMirror(const FVector& MirrorScale, const FVector& PivotLocation);
/** Loads the editor parameters from the asset */
void LoadEditorParametersFromAsset();
/** Update old actors. Only has an effect when called from the editor. */
void FixupActor();
/** Spawn fracture effects at the given location & given direction for the given fracture depth. */
void SpawnFractureEffects(FVector& Location, FVector& Direction, INT Depth);
/** Customize Apex Destructible's physRigidBody so that it checks the collision with volumes. */
virtual void physRigidBody(FLOAT DeltaTime);
/** Overrides the damage for a DamageCauser, if such is specified
* @param BaseDamage: Output base damage
* @param DamageRadius: Output damage radius
* @param Momentum: Output momentum
* @param DamageCauser: DamageCauser for the override lookup
*/
virtual void OverrideDamageParams(FLOAT& BaseDamage, FLOAT& DamageRadius, FLOAT& Momentum, const AActor* DamageCauser) const;
// AActor interface
virtual UBOOL ShouldTrace(UPrimitiveComponent* Primitive, AActor *SourceActor, DWORD TraceFlags);
}
defaultproperties
{
bEdShouldSnap=TRUE
bCollideActors=TRUE
bBlockActors=TRUE
bProjTarget=TRUE
bGameRelevant=TRUE
bRouteBeginPlayEvenIfStatic=FALSE
bCollideWhenPlacing=FALSE
bStatic=FALSE
bMovable=TRUE
bNoDelete=TRUE
bNoEncroachCheck=TRUE
bWorldGeometry=FALSE
bCanBeDamaged=TRUE
LOD=-1
Begin Object Class=DynamicLightEnvironmentComponent Name=LightEnvironment0
bEnabled=FALSE
End Object
Components.Add(LightEnvironment0)
LightEnvironment = LightEnvironment0
Begin Object Class=ApexStaticDestructibleComponent Name=DestructibleComponent0
bAllowApproximateOcclusion=TRUE
bCastDynamicShadow=FALSE
bForceDirectLightMap=TRUE
BlockRigidBody=TRUE
bAcceptsDecals=FALSE
LightEnvironment=LightEnvironment0
End Object
CollisionComponent=DestructibleComponent0
StaticDestructibleComponent=DestructibleComponent0
Components.Add(DestructibleComponent0)
// Begin Object Class=ApexDynamicDestructibleComponent Name=DestructibleComponent1
// bAllowApproximateOcclusion=TRUE
// bCastDynamicShadow=FALSE
// bForceDirectLightMap=TRUE
// BlockRigidBody=TRUE
// bAcceptsDecals=FALSE
// LightEnvironment=LightEnvironment0
// End Object
// DynamicDestructibleComponent=DestructibleComponent1
// Components.Add(DestructibleComponent1)
}