647 lines
19 KiB
Ucode
647 lines
19 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class SimplePC extends GamePlayerController;
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/** How fast to increase the rate of rotation toward the target */
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var float AutoRotationAccelRate;
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/** How quickly to decelerate when no rotation is applied */
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var float AutoRotationBrakeDecelRate;
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/** Maximum auto rotation velocity */
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var float MaxAutoRotationVelocity;
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/** How fast to increase the rate of rotation toward the target */
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var float BreathAutoRotationAccelRate;
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/** How quickly to decelerate when no rotation is applied */
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var float BreathAutoRotationBrakeDecelRate;
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/** Maximum auto rotation velocity */
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var float MaxBreathAutoRotationVelocity;
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/** When rotating to a touch-to-move target, how much to increase yaw acceleration when the target is nearby */
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var float RangeBasedYawAccelStrength;
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/** Distance at which we start to change rotation acceleration rate based on distance to touch-to-move target */
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var float RangeBasedAccelMaxDistance;
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/** True if we should look at our click-to-move destination. */
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var bool bLookAtDestination;
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/** Holds the location we are looking at */
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var vector LookAtDestination;
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var float LookAtDestAutoPitchAmount;
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/** Is camera breathing engaged yet*/
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var bool bCameraBreathing;
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/** The location that the camera was approximately looking at when breathing began*/
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var vector CameraBreathCenterLocation;
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/** Delta from the desired rotation*/
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var Rotator CameraBreathRotator;
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/** Last location where breathing began */
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var vector CameraBreathSampleLocation;
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/** Time of the last random breath rotator sampling */
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var float LastCameraBreathDeltaSelectTime;
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/** Time between direction changes*/
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var float TimeBetweenCameraBreathChanges;
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/** How fast we're currently rotating toward the target (yaw, pitch) */
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var vector2d AutoRotationVelocity;
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/** Holds the dimensions of the viewport */
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var vector2D ViewportSize;
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/** List of footstep sounds, chosen at random to play while the player is walking */
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var array<SoundCue> FootstepSounds;
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/** How far we should move before playing the next footstep sound */
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var float DistanceUntilNextFootstepSound;
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/** Commandline to run when being a server */
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var config string ServerCommandline;
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/** Used for turn smoothing */
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var float OldTurn, OldLookup;
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/** How much to smooth rotation. */
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var config float RotationSmoothingFactor;
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/** Whether to use rotation smoothing */
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var config bool bSmoothRotation;
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var config int DefaultInputGroup;
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/** Cache a reference to the MobilePlayerInput */
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var MobilePlayerInput MPI;
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/** Cache a reference to various zones */
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var MobileInputZone SliderZone;
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var MobileInputZone StickMoveZone;
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var MobileInputZone StickLookZone;
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var MobileInputZone FreeLookZone;
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/** Used for stats tracking */
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var int NoTapToMoves;
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/** Used for stats tracking */
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var float LastEnteredTapToMove;
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/** Used for stats tracking */
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var float TotalTimeInTapToMove;
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/** Holds the time of the last movement/look change */
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var float TimeOfLastUserViewChange;
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/** If true, apply an offset to the view target during a matinee */
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var bool bApplyBackTouchToViewOffset;
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var bool bFingerIsDown;
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var Vector2D TouchCenter;
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var Rotator LastOffset;
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var Rotator MatineeOffset;
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/**
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* When we init the input system, find the TapToMove zone and hook up the delegate
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*/
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event InitInputSystem()
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{
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Super.InitInputSystem();
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SetupZones();
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}
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/**
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* Kismet hook to trigger console events
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*/
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function OnConsoleCommand( SeqAct_ConsoleCommand inAction )
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{
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local string Command;
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foreach inAction.Commands(Command)
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{
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// don't allow music before startmatch
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if ( WorldInfo.Game.bWaitingToStartMatch && (Left(Command,15) ~= "mobile playsong") )
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{
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continue;
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}
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// prevent "set" commands from ever working in Kismet as they are e.g. disabled in netplay
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if (!(Left(Command, 4) ~= "set ") && !(Left(Command, 9) ~= "setnopec "))
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{
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ConsoleCommand(Command);
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}
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}
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}
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/**
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* Zones have to be setup on both sides of the network pond. This function is a good place to do that from.
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*
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* @param GameClass holds the class that's being setup.
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*/
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simulated function ReceivedGameClass(class<GameInfo> GameClass)
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{
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Super.ReceivedGameClass(GameClass);
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// Setup the zones
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SetupZones();
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}
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/**
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* The main purpose of this function is to size and reset zones. There's a lot of specific code in
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* here to reposition zones based on if it's an phone vs pad.
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*/
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function SetupZones()
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{
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// Cache the MPI
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MPI = MobilePlayerInput(PlayerInput);
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LocalPlayer(Player).ViewportClient.GetViewportSize(ViewportSize);
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StickMoveZone = MPI.FindZone("UberStickMoveZone");
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StickLookZone = MPI.FindZone("UberStickLookZone");
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FreeLookZone = MPI.FindZone("UberLookZone");
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}
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/**
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* Setup the in world indicator for Touch to move and some other subsystems
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*/
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simulated function PostBeginPlay()
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{
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Super.PostBeginPlay();
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// Time of the last target sampling
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LastCameraBreathDeltaSelectTime = 0;
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// Setup footstep sounds
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SetNextFootstepDistance();
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}
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/**
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* Checks to see if we are moving via the virtual stick
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*
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* @returns true if the virtual stick is being used to move the player
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*/
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function bool IsStickMoveActive()
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{
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return StickMoveZone.State != ZoneState_Inactive;
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}
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/** Sets the distance until the next footstep sound plays */
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function SetNextFootstepDistance()
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{
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// Determine how far to go until the next foot step (with a bit of randomness!)
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DistanceUntilNextFootstepSound = 200 + FRand() * 32;
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}
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/**
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* PlayerMove is called each frame to manage the input. We will use it to hook in and
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* see if the player has changed their view. If they do, then stop auto-rotating
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*/
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function PlayerMove( float DeltaTime )
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{
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Super.PlayerMove(DeltaTime);
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// @todo: Is this needed?
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UpdateRotation( DeltaTime );
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}
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/**
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* Optionally smooth rotation
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*/
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function UpdateRotation( float DeltaTime )
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{
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local float Smooth;
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if ( bSmoothRotation )
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{
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Smooth = 1.0 - FMin(0.9, RotationSmoothingFactor*DeltaTime);
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OldTurn = PlayerInput.aTurn * (1.0 - Smooth) + OldTurn * Smooth;
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OldLookup = PlayerInput.aLookup * (1.0 - Smooth) + OldLookup * Smooth;
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PlayerInput.aLookup = OldLookup;
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PlayerInput.aTurn = OldTurn;
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}
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Super.UpdateRotation(DeltaTime);
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}
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/**
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* Called from PlayerMove, it's here that we adjust the viewport
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*/
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function ProcessViewRotation( float DeltaTime, out Rotator out_ViewRotation, Rotator DeltaRot )
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{
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// Accumulate a desired new rotation.
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local float DistToDestination;
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local Vector2D MaxVelocityScalar;
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local float YawRotationSign;
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local float PitchRotationSign;
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local float FinalYawAccelRate;
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local float FinalPitchAccelRate;
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local vector VectorToTarget;
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local vector TargetDirection;
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local Rotator NewRotation;
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local Rotator CameraRotationYawOnly;
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local Rotator CameraRotationPitchOnly;
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local Rotator TargetRotationYawOnly;
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local Rotator TargetRotationPitchOnly;
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//values to use during calculation
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local float RotationAccelRate;
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local float RotationBreakDecelRate;
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local float MaxRotationVelocity;
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//Using a fixed time delta to avoid stutters on device
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DeltaTime = FMin(DeltaTime, 1/25.0);
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Super.ProcessViewRotation(DeltaTime, out_ViewRotation, DeltaRot);
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if (PlayerInput.aTurn != 0.0 || PlayerInput.aLookUp != 0.0)
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{
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TimeOfLastUserViewChange = WorldInfo.RealTimeSeconds;
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}
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// If the player has moved the camera recently, then forcibly disable auto-rotation
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if ( WorldInfo.RealTimeSeconds - TimeOfLastUserViewChange < 0.1 )
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{
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bLookAtDestination = false;
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//reset camera breath
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bCameraBreathing = false;
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LastCameraBreathDeltaSelectTime = 0;
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}
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//Update camera breathing
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UpdateCameraBreathing();
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if (bLookAtDestination || !bCameraBreathing)
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{
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RotationAccelRate = AutoRotationAccelRate;
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RotationBreakDecelRate = AutoRotationBrakeDecelRate;
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MaxRotationVelocity = MaxAutoRotationVelocity;
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}
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else
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{
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RotationAccelRate = BreathAutoRotationAccelRate;
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RotationBreakDecelRate = BreathAutoRotationBrakeDecelRate;
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MaxRotationVelocity = MaxBreathAutoRotationVelocity;
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}
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MaxVelocityScalar.X = 1.0;
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MaxVelocityScalar.Y = 1.0;
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if( bLookAtDestination || bCameraBreathing)
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{
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CameraRotationYawOnly = out_ViewRotation;
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CameraRotationYawOnly.Pitch = 0;
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CameraRotationYawOnly.Roll = 0;
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CameraRotationPitchOnly = out_ViewRotation;
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CameraRotationPitchOnly.Yaw = 0;
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CameraRotationPitchOnly.Roll = 0;
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if( bLookAtDestination )
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{
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VectorToTarget = LookAtDestination;
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}
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else //breathing
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{
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VectorToTarget = CameraBreathCenterLocation - Pawn.Location;
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}
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TargetDirection = Normal( VectorToTarget );
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TargetRotationYawOnly = Rotator( TargetDirection ) + CameraBreathRotator;
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TargetRotationPitchOnly = TargetRotationYawOnly;
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TargetRotationYawOnly.Pitch = 0;
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TargetRotationYawOnly.Roll = 0;
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TargetRotationPitchOnly.Yaw = 0;
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TargetRotationPitchOnly.Roll = 0;
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if( bLookAtDestination )
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{
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// For click to move, we limit the amount of pitching the camera will do since usually the height
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// of the target isn't that interesting, however sometimes a bit of pitching helps with slope-alignment
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TargetRotationPitchOnly = RLerp( CameraRotationPitchOnly, TargetRotationPitchOnly, LookAtDestAutoPitchAmount, true /* Take shortest route? */ );
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}
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// How close is the current camera rotation to the target orientation? We'll rotate more quickly if
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// we're further off course, and more slowly as we approach the desired angle. This makes the rotation
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// appear to ease-out as we approach the desired orientation.
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if (!bCameraBreathing)
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{
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MaxVelocityScalar.x *= 1.0 - FMax( 0.0, Vector( CameraRotationYawOnly ) dot Vector( TargetRotationYawOnly ) );
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MaxVelocityScalar.y *= 1.0 - FMax( 0.0, Vector( CameraRotationPitchOnly ) dot Vector( TargetRotationPitchOnly ) );
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}
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DistToDestination = VSize2D( VectorToTarget );
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// For destination-look at, allow distance to affect speed. (Note, we take the 2D distance here)
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FinalYawAccelRate = RotationAccelRate;
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FinalPitchAccelRate = RotationAccelRate;
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if( bLookAtDestination )
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{
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// Increase the yaw rate as we get closer to the target (up to 1.0 + RangeBasedYawAccelStrength).
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// This is because the yaw angle relative to the target may still be very wide as we approach
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// (especially if the user touched a location near the player) we want to get most of the horizontal
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// turning out of the way early so the player can see where they're going
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FinalYawAccelRate *= 1.0 + ( 1.0 - FMin( DistToDestination, RangeBasedAccelMaxDistance ) / RangeBasedAccelMaxDistance ) * RangeBasedYawAccelStrength;
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// Decrease the pitch rate as we get closed to the target. This is because the pitch angle relative
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// to the target will usually become steeper as we approach the target and we won't want to pitch
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// up and down erratically as we're arriving
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FinalPitchAccelRate *= FMin( DistToDestination, RangeBasedAccelMaxDistance ) / RangeBasedAccelMaxDistance;
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}
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CheckDistanceToDestination(DistToDestination);
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// Accelerate yaw
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YawRotationSign = ( out_ViewRotation.Yaw ClockwiseFrom TargetRotationYawOnly.Yaw ) ? -1.0 : 1.0;
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AutoRotationVelocity.x += YawRotationSign * FinalYawAccelRate * DeltaTime;
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// Accelerate pitch
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PitchRotationSign = ( out_ViewRotation.Pitch ClockwiseFrom TargetRotationPitchOnly.Pitch ) ? -1.0 : 1.0;
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AutoRotationVelocity.y += PitchRotationSign * FinalPitchAccelRate * DeltaTime;
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}
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else
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{
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// Yaw brake
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if( AutoRotationVelocity.x > 0.01 )
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{
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AutoRotationVelocity.x = FMax( 0.0, AutoRotationVelocity.x - RotationBreakDecelRate * DeltaTime );
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}
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else if( AutoRotationVelocity.x < -0.01 )
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{
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AutoRotationVelocity.x = FMin( 0.0, AutoRotationVelocity.x + RotationBreakDecelRate * DeltaTime );
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}
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else
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{
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AutoRotationVelocity.x = 0.0;
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}
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// Pitch brake
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if( AutoRotationVelocity.y > 0.01 )
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{
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AutoRotationVelocity.y = FMax( 0.0, AutoRotationVelocity.y - RotationBreakDecelRate * DeltaTime );
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}
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else if( AutoRotationVelocity.y < -0.01 )
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{
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AutoRotationVelocity.y = FMin( 0.0, AutoRotationVelocity.y + RotationBreakDecelRate * DeltaTime );
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}
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else
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{
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AutoRotationVelocity.y = 0.0;
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}
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}
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// Clamp max velocity
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if( AutoRotationVelocity.x > MaxRotationVelocity * MaxVelocityScalar.x )
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{
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AutoRotationVelocity.x = MaxRotationVelocity * MaxVelocityScalar.x;
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}
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else if( AutoRotationVelocity.x < -MaxRotationVelocity * MaxVelocityScalar.x )
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{
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AutoRotationVelocity.x = -MaxRotationVelocity * MaxVelocityScalar.x;
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}
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if( AutoRotationVelocity.y > MaxRotationVelocity * MaxVelocityScalar.y )
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{
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AutoRotationVelocity.y = MaxRotationVelocity * MaxVelocityScalar.y;
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}
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else if( AutoRotationVelocity.y < -MaxRotationVelocity * MaxVelocityScalar.y )
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{
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AutoRotationVelocity.y = -MaxRotationVelocity * MaxVelocityScalar.y;
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}
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if( Abs( AutoRotationVelocity.X ) > 0.01 || Abs( AutoRotationVelocity.Y ) > 0.01 )
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{
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// Rotate!
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NewRotation.Yaw = fixedTurn(out_ViewRotation.Yaw, out_ViewRotation.Yaw + AutoRotationVelocity.x * DeltaTime, Abs( AutoRotationVelocity.x * DeltaTime ));
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NewRotation.Pitch = fixedTurn(out_ViewRotation.Pitch, out_ViewRotation.Pitch + AutoRotationVelocity.y * DeltaTime, Abs( AutoRotationVelocity.y * DeltaTime ));
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NewRotation.Roll = out_ViewRotation.Roll;
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// Set new rotation
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out_ViewRotation = NewRotation;
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}
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}
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/**
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* Stub Function. It get's called by ProcessViewRotation and allows children to perform actions based on the
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* distance to a destination.
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*/
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simulated function CheckDistanceToDestination(float DistToDestination)
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{
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}
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/**Function that selects a slightly offset direction to look and will trend the camera towards that*/
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simulated function UpdateCameraBreathing()
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{
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local Vector PawnX, PawnY, PawnZ;
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local float DegreeDelta;
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||
|
local float YawSign;
|
||
|
local float PitchDegrees;
|
||
|
local float YawDegrees;
|
||
|
|
||
|
if ( Pawn == None )
|
||
|
{
|
||
|
bCameraBreathing = false;
|
||
|
LastCameraBreathDeltaSelectTime = 0;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//if we've just moved
|
||
|
if (IsInState('PlayerClickToMove') || (CameraBreathSampleLocation != Pawn.Location))
|
||
|
{
|
||
|
bCameraBreathing = false;
|
||
|
LastCameraBreathDeltaSelectTime = 0;
|
||
|
CameraBreathSampleLocation = Pawn.Location;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//if it's time to try to breath again
|
||
|
if (WorldInfo.TimeSeconds - LastCameraBreathDeltaSelectTime >= TimeBetweenCameraBreathChanges)
|
||
|
{
|
||
|
DegreeDelta = 0.5;
|
||
|
PitchDegrees = ((FRand() * 2.f) - 1.f);
|
||
|
YawSign = (FRand() >= 0.5f) ? 1.0f : -1.0f;
|
||
|
YawDegrees = YawSign * (Sqrt(1.0f - PitchDegrees*PitchDegrees));
|
||
|
//+ or - DegreeDeltas
|
||
|
|
||
|
CameraBreathRotator.Pitch = (PitchDegrees*DegreeDelta*65536/360);
|
||
|
CameraBreathRotator.Yaw = (YawDegrees*DegreeDelta*65536/360);
|
||
|
CameraBreathRotator.Roll = 0.0;
|
||
|
|
||
|
|
||
|
//if we're not actively tracking something, set a new desired look location relative to where we are already looking
|
||
|
if (!bLookAtDestination && !bCameraBreathing)
|
||
|
{
|
||
|
//`log("NOTE: Chosen a new look at dest"@CameraBreathRotator);
|
||
|
GetAxes(Rotation, PawnX, PawnY, PawnZ);
|
||
|
|
||
|
CameraBreathCenterLocation = Pawn.Location + PawnX*1000.0;
|
||
|
bCameraBreathing = true;
|
||
|
}
|
||
|
|
||
|
LastCameraBreathDeltaSelectTime = WorldInfo.TimeSeconds;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function ActivateControlGroup()
|
||
|
{
|
||
|
MPI.ActivateInputGroup("UberGroup");
|
||
|
}
|
||
|
|
||
|
/** Offset matinee via back touch */
|
||
|
function OffsetMatineeTouch(int Handle, ETouchType Type, Vector2D TouchLocation, float DeviceTimestamp, int TouchpadIndex)
|
||
|
{
|
||
|
// only first finger on back panel
|
||
|
if (Handle != 0 || TouchpadIndex != 1)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (Type == Touch_Began)
|
||
|
{
|
||
|
TouchCenter = TouchLocation;
|
||
|
bFingerIsDown = true;
|
||
|
}
|
||
|
else if (Type == Touch_Ended)
|
||
|
{
|
||
|
LastOffset = MatineeOffset;
|
||
|
bFingerIsDown = false;
|
||
|
}
|
||
|
else if (bFingerIsDown)
|
||
|
{
|
||
|
MatineeOffset.Yaw = LastOffset.Yaw + 60 * (TouchLocation.X - TouchCenter.X);
|
||
|
MatineeOffset.Pitch = LastOffset.Pitch + -60 * (TouchLocation.Y - TouchCenter.Y);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event NotifyDirectorControl(bool bNowControlling, SeqAct_Interp CurrentMatinee)
|
||
|
{
|
||
|
super.NotifyDirectorControl(bNowControlling, CurrentMatinee);
|
||
|
|
||
|
if (bNowControlling)
|
||
|
{
|
||
|
MPI.OnInputTouch = OffsetMatineeTouch;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
MPI.OnInputTouch = none;
|
||
|
LastOffset.Yaw = 0;
|
||
|
LastOffset.Pitch = 0;
|
||
|
MatineeOffset.Yaw = 0;
|
||
|
MatineeOffset.Pitch = 0;
|
||
|
bFingerIsDown = false;
|
||
|
}
|
||
|
|
||
|
// remember if we are controlling or not
|
||
|
bApplyBackTouchToViewOffset = bNowControlling;
|
||
|
}
|
||
|
|
||
|
simulated event GetPlayerViewPoint( out vector out_Location, out Rotator out_Rotation )
|
||
|
{
|
||
|
super.GetPlayerViewPoint(out_Location, out_Rotation);
|
||
|
|
||
|
if (bApplyBackTouchToViewOffset)
|
||
|
{
|
||
|
out_Rotation += MatineeOffset;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Handle footsteps
|
||
|
*/
|
||
|
function PlayerTick(float DeltaTime)
|
||
|
{
|
||
|
local float CurrentWalkSpeed;
|
||
|
local int FootstepSoundIndex;
|
||
|
local TraceHitInfo HitInfo;
|
||
|
local Vector TraceStart;
|
||
|
local Vector TraceEnd;
|
||
|
local Vector TraceExtent;
|
||
|
local Vector OutHitLocation, OutHitNormal;
|
||
|
local Actor TraceActor;
|
||
|
|
||
|
if (bApplyBackTouchToViewOffset && !bFingerIsDown)
|
||
|
{
|
||
|
MatineeOffset.Yaw *= 0.99;
|
||
|
MatineeOffset.Pitch *= 0.99;
|
||
|
LastOffset.Yaw *= 0.99;
|
||
|
LastOffset.Pitch *= 0.99;
|
||
|
}
|
||
|
|
||
|
// Only play footsteps if we're actually walking at a decent speed
|
||
|
if ( Pawn != None )
|
||
|
{
|
||
|
CurrentWalkSpeed = VSize2D( Pawn.Velocity );
|
||
|
}
|
||
|
if ( CurrentWalkSpeed > 32.0 )
|
||
|
{
|
||
|
// Update distance until the next foot step
|
||
|
DistanceUntilNextFootstepSound -= CurrentWalkSpeed * DeltaTime;
|
||
|
if( DistanceUntilNextFootstepSound < 0.0 )
|
||
|
{
|
||
|
TraceStart = Pawn.Location;
|
||
|
|
||
|
// @todo probably need a better way to get the end location instead of a magic number
|
||
|
TraceEnd = Pawn.Location;
|
||
|
TraceEnd.Z -= 100.0f;
|
||
|
|
||
|
// trace down and see what we are standing on.
|
||
|
TraceActor = Trace(OutHitLocation, OutHitNormal, TraceEnd, TraceStart, TRUE, TraceExtent, HitInfo, TRACEFLAG_Bullet|TRACEFLAG_Blocking|TRACEFLAG_SkipMovers);
|
||
|
if( TraceActor != None && HitInfo.PhysMaterial != None && HitInfo.PhysMaterial.ImpactSound != None )
|
||
|
{
|
||
|
// Play the sound from the hit physical material if it exists
|
||
|
PlaySound( HitInfo.PhysMaterial.ImpactSound );
|
||
|
}
|
||
|
else if (FootstepSounds.Length > 0)
|
||
|
{
|
||
|
// Play a random footstep sound if we couldnt find a physical material to get a sound from.
|
||
|
FootstepSoundIndex = Rand( FootstepSounds.Length );
|
||
|
PlaySound( FootstepSounds[ FootstepSoundIndex ] );
|
||
|
}
|
||
|
|
||
|
// Queue up the next footstep
|
||
|
SetNextFootstepDistance();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// We stopped walking so reset time until next footstep
|
||
|
SetNextFootstepDistance();
|
||
|
}
|
||
|
|
||
|
Super.PlayerTick(DeltaTime);
|
||
|
}
|
||
|
|
||
|
|
||
|
exec function SetFootstepsToStone();
|
||
|
|
||
|
exec function SetFootstepsToSnow();
|
||
|
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
InputClass=class'GameFramework.MobilePlayerInput'
|
||
|
|
||
|
AutoRotationAccelRate=10000.0
|
||
|
AutoRotationBrakeDecelRate=10000.0
|
||
|
MaxAutoRotationVelocity=300000
|
||
|
|
||
|
BreathAutoRotationAccelRate=250.0
|
||
|
BreathAutoRotationBrakeDecelRate=1.0
|
||
|
MaxBreathAutoRotationVelocity=75
|
||
|
|
||
|
TimeBetweenCameraBreathChanges = 2.0
|
||
|
|
||
|
RangeBasedYawAccelStrength=8.0
|
||
|
RangeBasedAccelMaxDistance=512.0
|
||
|
|
||
|
}
|