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

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2020-12-13 15:01:13 +00:00
/**
* a path that opens and closes via some trigger, usually Kismet controlled
* this differs from triggering a normal NavigationPoint in that the AI
* considers these to always be traversible, but may need to do something before using them,
* whereas normal NavigationPoints are considered off limits when Kismet toggles them off
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class TriggeredPath extends NavigationPoint
placeable;
/** whether the path is currently usable */
var() bool bOpen;
/** the trigger, button, etc that will make this path usable */
var() Actor MyTrigger;
function OnToggle(SeqAct_Toggle InAction)
{
if (InAction.InputLinks[0].bHasImpulse)
{
bOpen = true;
}
else if (InAction.InputLinks[1].bHasImpulse)
{
bOpen = false;
}
else if (InAction.InputLinks[2].bHasImpulse)
{
bOpen = !bOpen;
}
WorldInfo.Game.NotifyNavigationChanged(self);
}
event Actor SpecialHandling(Pawn Other)
{
local Actor TouchActor;
if (bOpen || MyTrigger == None)
{
return self;
}
else
{
TouchActor = MyTrigger.SpecialHandling(Other);
if (TouchActor == None)
{
TouchActor = MyTrigger;
}
return TouchActor;
}
}
event bool SuggestMovePreparation(Pawn Other)
{
if (bOpen)
{
return false;
}
else if (MyTrigger != None && Other.Controller.ActorReachable(MyTrigger))
{
// go to trigger instead
if (Other.Controller.Focus == Other.Controller.MoveTarget)
{
Other.Controller.Focus = MyTrigger;
}
Other.Controller.MoveTarget = MyTrigger;
Other.Controller.CurrentPath = None;
Other.Controller.NextRoutePath = None;
return false;
}
else
{
// wait for path to open
Other.Controller.MoveTimer = 1.0;
Other.Controller.bPreparingMove = true;
Other.Velocity = vect(0,0,0);
Other.Acceleration = vect(0,0,0);
return true;
}
}
defaultproperties
{
RemoteRole=ROLE_None
bNoDelete=true
ExtraCost=100
bSpecialMove=true
}