1
0
KF2-Dev-Scripts/Engine/Classes/SeqAct_Gate.uc

101 lines
2.3 KiB
Ucode
Raw Normal View History

2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SeqAct_Gate extends SequenceAction
native(Sequence);
cpptext
{
virtual void PostLoad();
#if WITH_EDITOR
virtual FString GetAutoComment() const;
// Gives op a chance to add realtime debugging information (when enabled)
virtual void GetRealtimeComments(TArray<FString> &OutComments);
#endif
void Activated()
{
UBOOL bWasOpen = bOpen;
// first look for an open/close impulse
if (InputLinks(1).bHasImpulse)
{
// open the gate
bOpen = TRUE;
//Setup the next autocount threshold
CurrentCloseCount = ActivateCount + AutoCloseCount;
if (InputLinks(0).bHasImpulse)
{
//One of the uses occurs this go around
CurrentCloseCount--;
}
}
else
if (InputLinks(2).bHasImpulse)
{
// close the gate
bOpen = FALSE;
}
else
if (InputLinks(3).bHasImpulse)
{
// toggle the gate
bOpen = !bOpen;
if (bOpen)
{
//Setup the next autocount threshold
CurrentCloseCount = ActivateCount + AutoCloseCount;
if (InputLinks(0).bHasImpulse)
{
//One of the uses occurs this go around
CurrentCloseCount--;
}
}
}
KISMET_LOG(TEXT("- Gate status: %s (was: %s)"),bOpen?TEXT("Open"):TEXT("Closed"),bWasOpen?TEXT("Open"):TEXT("Closed"));
// next check for an activation impulse
if (bOpen && InputLinks(0).bHasImpulse)
{
if (!OutputLinks(0).bDisabled &&
!(OutputLinks(0).bDisabledPIE && GIsEditor))
{
OutputLinks(0).bHasImpulse = TRUE;
}
if (AutoCloseCount > 0 && ActivateCount >= CurrentCloseCount)
{
//Closed due to autocount exceeded
bOpen = FALSE;
}
}
}
}
/** Is this gate currently open? */
var() bool bOpen<autocomment=true>;
/** Auto close after this many activations */
var() int AutoCloseCount;
/** Current threshold for closing the gate (increments to keep pace with ActivateCount) */
var int CurrentCloseCount;
defaultproperties
{
ObjName="Gate"
ObjCategory="Misc"
bSuppressAutoComment=false
bOpen=TRUE
bAutoActivateOutputLinks=false
InputLinks(0)=(LinkDesc="In")
InputLinks(1)=(LinkDesc="Open")
InputLinks(2)=(LinkDesc="Close")
InputLinks(3)=(LinkDesc="Toggle")
VariableLinks.Empty
}