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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// LocalMessage
//
// LocalMessages are abstract classes which contain an array of localized text.
// The PlayerController function ReceiveLocalizedMessage() is used to send messages
// to a specific player by specifying the LocalMessage class and index. This allows
// the message to be localized on the client side, and saves network bandwidth since
// the text is not sent. Actors (such as the GameInfo) use one or more LocalMessage
// classes to send messages. The BroadcastHandler function BroadcastLocalizedMessage()
// is used to broadcast localized messages to all the players.
//
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class LocalMessage extends Object
abstract;
var bool bIsSpecial; // If true, don't add to normal queue.
var bool bIsUnique; // If true and special, only one can be in the HUD queue at a time.
var bool bIsPartiallyUnique; // If true and special, only one can be in the HUD queue with the same switch value
var bool bIsConsoleMessage; // If true, put a GetString on the console.
var bool bBeep; // If true, beep!
var bool bCountInstances; // if true, if sent to HUD multiple times, count up instances (only if bIsUnique)
var float Lifetime; // # of seconds to stay in HUD message queue.
var Color DrawColor;
var float PosY;
var int FontSize; // Tiny to Huge ( see HUD::GetFontSizeIndex )
static function ClientReceive(
PlayerController P,
optional int Switch,
optional PlayerReplicationInfo RelatedPRI_1,
optional PlayerReplicationInfo RelatedPRI_2,
optional Object OptionalObject
)
{
local string MessageString;
MessageString = static.GetString(Switch, (RelatedPRI_1 == P.PlayerReplicationInfo), RelatedPRI_1, RelatedPRI_2, OptionalObject);
if ( MessageString != "" )
{
if ( P.myHud != None )
P.myHUD.LocalizedMessage(
Default.Class,
RelatedPRI_1,
RelatedPRI_2,
MessageString,
Switch,
static.GetPos(Switch, P.myHUD),
static.GetLifeTime(Switch),
static.GetFontSize(Switch, RelatedPRI_1, RelatedPRI_2, P.PlayerReplicationInfo),
static.GetColor(Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject),
OptionalObject );
if(IsConsoleMessage(Switch) && LocalPlayer(P.Player) != None && LocalPlayer(P.Player).ViewportClient != None)
LocalPlayer(P.Player).ViewportClient.ViewportConsole.OutputText( MessageString );
}
}
static function string GetString(
optional int Switch,
optional bool bPRI1HUD,
optional PlayerReplicationInfo RelatedPRI_1,
optional PlayerReplicationInfo RelatedPRI_2,
optional Object OptionalObject
)
{
if ( class<Actor>(OptionalObject) != None )
return class<Actor>(OptionalObject).static.GetLocalString(Switch, RelatedPRI_1, RelatedPRI_2);
return "";
}
static function color GetConsoleColor( PlayerReplicationInfo RelatedPRI_1 )
{
return Default.DrawColor;
}
static function color GetColor(
optional int Switch,
optional PlayerReplicationInfo RelatedPRI_1,
optional PlayerReplicationInfo RelatedPRI_2,
optional Object OptionalObject
)
{
return Default.DrawColor;
}
static function float GetPos( int Switch, HUD myHUD )
{
return default.PosY;
}
static function int GetFontSize( int Switch, PlayerReplicationInfo RelatedPRI1, PlayerReplicationInfo RelatedPRI2, PlayerReplicationInfo LocalPlayer )
{
return default.FontSize;
}
static function float GetLifeTime(int Switch)
{
return default.LifeTime;
}
static function bool IsConsoleMessage(int Switch)
{
return default.bIsConsoleMessage;
}
/**
* RETURNS true if messages are similar enough to trigger "partially unique" check for HUD display
*/
static function bool PartiallyDuplicates(INT Switch1, INT Switch2, object OptionalObject1, object OptionalObject2 )
{
return (Switch1 == Switch2);
}
defaultproperties
{
bIsSpecial=true
bIsUnique=false
bIsPartiallyUnique=false
Lifetime=3
bIsConsoleMessage=True
DrawColor=(R=255,G=255,B=255,A=255)
PosY=0.83
}