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

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2020-12-13 15:01:13 +00:00
/**
* class SequenceEvent
*
* Sequence event is a representation of any event that
* is used to instigate a sequence.
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SequenceEvent extends SequenceOp
native(Sequence)
abstract;
cpptext
{
virtual UBOOL CheckActivate(AActor *InOriginator, AActor *InInstigator, UBOOL bTest=FALSE, TArray<INT>* ActivateIndices = NULL, UBOOL bPushTop = FALSE);
/**
* Adds an error message to the map check dialog if this SequenceEvent's EventActivator is bStatic
*/
#if WITH_EDITOR
virtual void CheckForErrors();
// USequenceObject interface
virtual void DrawSeqObj(FCanvas* Canvas, UBOOL bSelected, UBOOL bMouseOver, INT MouseOverConnType, INT MouseOverConnIndex, FLOAT MouseOverTime);
virtual FIntRect GetSeqObjBoundingBox();
FIntPoint GetCenterPoint(FCanvas* Canvas);
virtual FString GetDisplayTitle() const;
#endif
/**
* This is a debug version of ActivateEvent which can be used by automated testing tools to Activate
* an event for testing purposes.
**/
virtual void DebugActivateEvent(AActor *InOriginator, AActor *InInstigator, TArray<INT> *ActivateIndices = NULL);
virtual UBOOL RegisterEvent();
/**
* Fills in the value of the "Instigator" VariableLink
*/
virtual void InitializeLinkedVariableValues();
virtual void OnExport()
{
Super::OnExport();
Originator = NULL;
Instigator = NULL;
}
/**
* Returns whether this SequenceObject can exist in a sequence without being linked to anything else (i.e. does not require
* another sequence object to activate it)
*/
virtual UBOOL IsStandalone() const { return TRUE; }
virtual void ActivateEvent(AActor *InOriginator, AActor *InInstigator, TArray<INT> *ActivateIndices = NULL, UBOOL bPushTop = FALSE, UBOOL bFromQueued = FALSE);
}
//==========================
// Base variables
/** List of events that are in-place duplicates of this event, used to relay messages. */
var array<SequenceEvent> DuplicateEvts;
/** Originator of this event, set at editor time. Usually the actor that this event is attached to. */
var Actor Originator;
/**
* Instigator of the event activation, or the actor that caused the event to be activated. Can vary depending
* on the type of event.
*/
var Actor Instigator;
/** Last time this event was activated at */
var float ActivationTime;
/** Number of times this event has been activated */
var int TriggerCount;
/** How many times can this event be activated, 0 for infinite */
var() int MaxTriggerCount;
/** Delay between allowed activations */
var() float ReTriggerDelay;
/** Is this event currently enabled? */
var() bool bEnabled;
/** Used by event managers (such as DialogueManager) to help filter out events that occur at same time */
var() Byte Priority;
/** Require this event to be activated by a player? */
var() bool bPlayerOnly;
/** Editor only, max width of the title bar? */
var int MaxWidth;
/** Has this event been successfully register? */
var transient bool bRegistered;
/** if true, this event (and therefore all linked actions) is triggered on the client instead of the server
* use for events that don't affect gameplay
* @note: direct references to level placed actors used by client side events/actions require that the actors have
* bStatic or bNoDelete set; otherwise the reference will be NULL on the client
*/
var() const bool bClientSideOnly;
/**
* Called when the sequence that contains this event is initialized (@see USequence::InitializeSequence). For events
* attached to actors, this will occur at level startup (@see USequence::BeginPlay())
*/
event RegisterEvent();
/**
* Checks if this event could be activated, and if bTest == false
* then the event will be activated with the specified actor as the
* instigator.
*
* @param inOriginator - actor to use as the originator
*
* @param inInstigator - actor to use as the instigator
*
* @param bTest - if true, then the event will not actually be
* activated, only tested for success
*
* @param ActivateIndices - array of indices of output links to activate
* if the event is activated. If unspecified, the default
* is to activate all of them.
* @param bPushTop - if true and the event is activated,
* adds it to the top of the stack (meaning it will be executed first), rather than the bottom
*
* @return true if this event can be activated, or was activate if !bTest
*/
native noexport final function bool CheckActivate(Actor inOriginator, Actor inInstigator, optional bool bTest, optional const out array<int> ActivateIndices, optional bool bPushTop);
/* Reset() - reset to initial state - used when restarting level without reloading */
function Reset()
{
// reset triggering related properties so that we may be triggered the maximum number of times again
ActivationTime = 0.f;
TriggerCount = 0;
Instigator = None;
}
/**
* Called once this event is toggled via SeqAct_Toggle.
*/
event Toggled()
{
}
defaultproperties
{
ObjColor=(R=255,G=0,B=0,A=255)
MaxTriggerCount=1
bEnabled=true
bPlayerOnly=true
bAutoActivateOutputLinks=false
InputLinks.Empty
VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Instigator",bWriteable=true)
}