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

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2020-12-13 15:01:13 +00:00
/**
* Activated when an actor touches another actor. Will be called on both actors, first on the actor that
* was originally touched, then on the actor that did the touching
*
* Originator: the actor that owns this event
* Instigator: the actor that was touched
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SeqEvent_Touch extends SequenceEvent
native(Sequence);
cpptext
{
virtual UBOOL CheckTouchActivate(AActor *inOriginator, AActor *inInstigator, UBOOL bTest = FALSE);
virtual UBOOL CheckUnTouchActivate(AActor *inOriginator, AActor *inInstigator, UBOOL bTest = FALSE);
protected:
// hide the default implementation to force use of CheckTouchActivate/CheckUnTouchActivate
virtual UBOOL CheckActivate(AActor *InOriginator, AActor *InInstigator, UBOOL bTest=FALSE, TArray<INT>* ActivateIndices = NULL, UBOOL bPushTop = FALSE);
virtual void DoTouchActivation(AActor *InOriginator, AActor *InInstigator);
virtual void DoUnTouchActivation(AActor *InOriginator, AActor *InInstigator, INT TouchIdx);
};
//==========================
// Base variables
/** List of class types that are considered valid for this event */
var(TouchTypes) array<class<Actor> > ClassProximityTypes<AllowAbstract>;
/** List of class types that are considered valid for this event */
var(TouchTypes) array<class<Actor> > IgnoredClassProximityTypes<AllowAbstract>;
/** Force the player to be overlapping at the time of activation? */
var() bool bForceOverlapping;
/**
* Use Instigator, not actual Actor.
* For projectiles, it returns the instigator.
*/
var() bool bUseInstigator;
/** whether dead (Health < 0) pawns can be considered touching */
var() bool bAllowDeadPawns;
/** List of all actors that have activated this touch event, so that untouch may be properly fired. */
var array<Actor> TouchedList;
native noexport final function bool CheckTouchActivate(Actor InOriginator, Actor InInstigator, optional bool bTest);
native noexport final function bool CheckUnTouchActivate(Actor InOriginator, Actor InInstigator, optional bool bTest);
event Toggled()
{
local int Idx;
// if now enabled
if (bEnabled)
{
// check activation for everything currently touching the originator
if (Originator != None)
{
for (Idx = 0; Idx < Originator.Touching.Length; Idx++)
{
CheckTouchActivate(Originator,Originator.Touching[Idx]);
}
}
}
else
{
// otherwise clear the touched list
TouchedList.Length = 0;
}
}
/** notification that the given Pawn has died while touching an Actor with this event connected to it
* @param P - the pawn that died
*/
function NotifyTouchingPawnDied(Pawn P)
{
if (!bAllowDeadPawns)
{
CheckUnTouchActivate(Originator, P);
}
}
/**
* Return the version number for this class. Child classes should increment this method by calling Super then adding
* a individual class version to the result. When a class is first created, the number should be 0; each time one of the
* link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of
* Super.GetObjClassVersion() should be incremented by 1.
*
* @return the version number for this specific class.
*/
static event int GetObjClassVersion()
{
return Super.GetObjClassVersion() + 1;
}
defaultproperties
{
ObjName="Touch"
ObjCategory="Physics"
ClassProximityTypes(0)=class'Pawn'
// NVCHANGE_BEGIN: DMS -- Allow Destructibles to be damaged by damage volumes
ClassProximityTypes(1)=class'ApexDestructibleActor'
// NVCHANGE_END: DMS -- Allow Destructibles to be damaged by damage volumes
OutputLinks(0)=(LinkDesc="Touched")
OutputLinks(1)=(LinkDesc="UnTouched")
OutputLinks(2)=(LinkDesc="Empty")
// default to overlap check, as this is generally the expected behavior
bForceOverlapping=TRUE
// set a default retrigger delay since touches are fairly frequent
ReTriggerDelay=0.1f
}