56 lines
1.4 KiB
Ucode
56 lines
1.4 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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* This is the base class of all Mobile sequence events.
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*/
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class SeqEvent_HudRender extends SequenceEvent
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native
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abstract;
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/** List of objects to call the handler function on */
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var() array<Object> Targets;
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var(HUD) bool bIsActive;
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/** This is the scale factor you are authoring for. 2.0 is useful for Retina display resolution (960x640), 1.0 for iPads and older iPhones */
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var(HUD) float AuthoredGlobalScale;
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/**
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* Whenever a SeqEvent_MobileBase sequence is created, it needs to find the PlayerInput that is assoicated with it and
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* add it'self to the list of Kismet sequences looking for input
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*/
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event RegisterEvent()
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{
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local int i;
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local GamePlayerController GPC;
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local MobileHUD TargetHud;
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for (i=0;i<Targets.Length;i++)
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{
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GPC = GamePlayerController(Targets[i]);
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if (GPC != none)
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{
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TargetHud = MobileHud(GPC.MyHud);
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if (TargetHud != none)
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{
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TargetHud.AddKismetRenderEvent(self);
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break;
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}
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}
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}
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}
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/**
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* Perform the actual rendering
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*/
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function Render(Canvas TargetCanvas, Hud TargetHud)
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{
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}
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defaultproperties
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{
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AuthoredGlobalScale=2.0
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VariableLinks.Empty
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VariableLinks(0)=(ExpectedType=class'SeqVar_Bool',LinkDesc="Active",PropertyName=bIsActive,MaxVars=1)
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VariableLinks(1)=(ExpectedType=class'SeqVar_Object',LinkDesc="Target",PropertyName=Targets)
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}
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