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

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2020-12-13 15:01:13 +00:00
/**
* An actor used to generate collision events (touch/untouch), and
* interactions events (ue) as inputs into the scripting system.
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class Trigger extends Actor
placeable
ClassGroup(Common)
native;
cpptext
{
#if WITH_EDITOR
// AActor interface.
virtual void EditorApplyScale(const FVector& DeltaScale, const FMatrix& ScaleMatrix, const FVector* PivotLocation, UBOOL bAltDown, UBOOL bShiftDown, UBOOL bCtrlDown);
virtual void CheckForErrors();
#endif
}
struct CheckpointRecord
{
var bool bCollideActors;
};
/** Base cylinder component for collision */
var() editconst const CylinderComponent CylinderComponent;
/** for AI, true if we have been recently triggered (so AI doesn't try to trigger it again) */
var bool bRecentlyTriggered;
/** how long bRecentlyTriggered should stay set after each triggering */
var() float AITriggerDelay;
simulated event PostBeginPlay()
{
`if(`isdefined(FINAL_RELEASE))
local SpriteComponent ASpriteComp;
// if we are in final release we don't want to pay the runtime cost of these components. We will not have a cheat command to actually see them
// and we don't do lots of debugging in final_release so just remove them!
foreach ComponentList( class'SpriteComponent', ASpriteComp )
{
DetachComponent( ASpriteComp );
}
`endif
Super.PostBeginPlay();
}
event Touch(Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal)
{
if (FindEventsOfClass(class'SeqEvent_Touch'))
{
NotifyTriggered();
}
}
/** called when this trigger has successfully been used to activate a Kismet event */
function NotifyTriggered()
{
bRecentlyTriggered = true;
SetTimer( AITriggerDelay, false, nameof(UnTrigger) );
}
function UnTrigger()
{
bRecentlyTriggered = false;
}
simulated function bool StopsProjectile(Projectile P)
{
return bBlockActors;
}
function bool ShouldSaveForCheckpoint()
{
return (bStatic || bNoDelete);
}
function CreateCheckpointRecord(out CheckpointRecord Record)
{
// actor collision is the primary method of toggling triggers apparently
Record.bCollideActors = bCollideActors;
}
function ApplyCheckpointRecord(const out CheckpointRecord Record)
{
SetCollision(Record.bCollideActors,bBlockActors,bIgnoreEncroachers);
ForceNetRelevant();
}
defaultproperties
{
Begin Object Class=SpriteComponent Name=Sprite
Sprite=Texture2D'EditorResources.S_Trigger'
HiddenGame=False
AlwaysLoadOnClient=False
AlwaysLoadOnServer=False
SpriteCategoryName="Triggers"
End Object
Components.Add(Sprite)
Begin Object Class=CylinderComponent NAME=CollisionCylinder LegacyClassName=Trigger_TriggerCylinderComponent_Class
CollideActors=true
CollisionRadius=+0040.000000
CollisionHeight=+0040.000000
bAlwaysRenderIfSelected=true
End Object
CollisionComponent=CollisionCylinder
CylinderComponent=CollisionCylinder
Components.Add(CollisionCylinder)
bHidden=true
bCollideActors=true
bProjTarget=true
bStatic=false
bNoDelete=true
AITriggerDelay=2.0
SupportedEvents.Add(class'SeqEvent_Used')
}