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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// WorldAttractor.
//
// WorldAttractor is a placeable generic attractor.
//
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class WorldAttractor extends Actor
native(Physics)
hidecategories(Lighting,LightColor,Force)
placeable;
/**
* TRUE if this attractor has any effect.
*/
var() bool bEnabled;
/**
* The duration in seconds to loop over the values in the distributions below.
*/
var() float LoopDuration;
/**
* The current time through the loop.
*/
var float CurrentTime;
/**
* Falloff type enumeration.
*/
enum EWorldAttractorFalloffType
{
FOFF_Constant,
FOFF_Linear,
FOFF_Exponent
};
/**
* Type of falloff.
*
* FOFF_Constant - Falloff is constant so just use the strength for the whole range.
* FOFF_Linear - Linear falloff over the range.
* FOFF_ExponentExponential falloff over the range.
*/
var() EWorldAttractorFalloffType FalloffType;
/**
* Optional falloff exponent for FOFF_Exponent type.
*/
var() interp matineerawdistributionfloat FalloffExponent;
/**
* Range of the attractor.
*/
var() interp matineerawdistributionfloat Range;
/**
* Strength of the attraction over time.
*/
var() interp matineerawdistributionfloat Strength;
/**
* Radius bounding the attraction point for use with collisions.
*/
var() interp float CollisionRadius;
/**
* Drag coefficient, a value of 1.0f means no drag, a value > 1.0f means accelerate.
* This value is multiplied with the DragCoefficient value in the attractor to get the
* resultant drag coefficient and generate the drag force.
*/
var() interp matineerawdistributionfloat DragCoefficient;
/**
* Apply the drag when the particle is within this radius.
*/
var() interp matineerawdistributionfloat DragRadius;
struct native WorldAttractorData
{
var bool bEnabled;
var vector Location;
var EWorldAttractorFalloffType FalloffType;
var float FalloffExponent;
var float Range;
var float Strength;
};
cpptext
{
/**
* Override these to manage the list of AWorldAttractor instances. These will call either RegisterAttractor or
* UnregisterAttractor as necessary and then call the base class implementation.
*/
virtual void Spawned();
virtual void PostLoad();
/** ticks the actor
* @return TRUE if the actor was ticked, FALSE if it was aborted (e.g. because it's in stasis)
*/
virtual UBOOL Tick( FLOAT DeltaTime, enum ELevelTick TickType );
virtual void BeginDestroy();
virtual void Serialize(FArchive& Ar);
void SetZone( UBOOL bTest, UBOOL bForceRefresh );
/**
* Get the attraction data at the provided time.
* @param Time This is time relative to whatever the calling function desires (particle life, emitter life, matinee start, etc.)
* @param Data Returned data for the given time.
*/
void GetAttractorDataAtTime(const FLOAT Time, FWorldAttractorData& Data);
/**
* Generate the attraction velocity to add to an actor's current velocity.
* @param CurrentLocation The location of the actor at the start of this tick.
* @param CurrentTime This is time relative to whatever the calling function desires (particle life, emitter life, matinee start, etc.)
* @param DeltaTime This is the time since the last update call.
* @param ParticleBoundingRadius Used to calculate drag.
* @returns The velocity to add to the actor's current velocity.
*/
FVector GetVelocityForAttraction(const FVector CurrentLocation, const FLOAT CurrentTime, const FLOAT DeltaTime, const FLOAT ParticleBoundingRadius = 0.0f);
/**
* Tests for a collision and if there is a collision the actions in the array are executed on the particle.
* @param ParticleEmitter The particle emitter that owns the particle to test.
* @param ParticleIndex Used to look up the particle in the emitter instance.
* @returns TRUE if the particle was affected by one of the actions.
*/
UBOOL HandleParticleCollision(FParticleEmitterInstance* ParticleEmitter, INT ParticleIndex);
}
function OnSetWorldAttractorParam(SeqAct_SetWorldAttractorParam Action)
{
if(Action.bEnabledField)
{
bEnabled = Action.bEnabled;
}
if(Action.bFalloffTypeField)
{
FalloffType = Action.FalloffType;
}
if(Action.bRangeField)
{
Range = Action.Range;
}
if(Action.bStrengthField)
{
Strength = Action.Strength;
}
}
defaultproperties
{
Begin Object Class=SpriteComponent Name=Sprite
Sprite=Texture2D'EditorResources.S_Pickup'
HiddenGame=true
HiddenEditor=false
AlwaysLoadOnClient=False
AlwaysLoadOnServer=False
End Object
Components.Add(Sprite)
Begin Object Class=DistributionFloatConstant Name=DistributionFalloffExponent
End Object
FalloffExponent=(Distribution=DistributionFalloffExponent)
Begin Object Class=DistributionFloatConstant Name=DistributionStrength
End Object
Strength=(Distribution=DistributionStrength)
Begin Object Class=DistributionFloatConstant Name=DistributionRange
Constant=1.0f
End Object
Range=(Distribution=DistributionRange)
Begin Object Class=DistributionFloatConstant Name=DistributionDragCoefficient
Constant=1.0f
End Object
DragCoefficient=(Distribution=DistributionDragCoefficient)
Begin Object Class=DistributionFloatConstant Name=DistributionDragRadius
Constant=0.0f
End Object
DragRadius=(Distribution=DistributionDragRadius)
bHidden=FALSE
bCollideActors=false
FalloffType=FOFF_Constant;
bEnabled=true;
TickGroup=TG_PreAsyncWork;
CurrentTime=0.0f;
LoopDuration=0.0f;
}