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KF2-Dev-Scripts/KFGameContent/Classes/KFBloodRainVolume.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFBloodRainVolume
//=============================================================================
// Volume that is used to simulate drops of blood rain hitting the ground
// (via the blood splatter map system)
//=============================================================================
// Killing Floor 2
// Copyright (C) 2018 Tripwire Interactive LLC
//=============================================================================
class KFBloodRainVolume extends Volume
placeable;
// How many seconds should pass between blood splats
var() float Frequency<ClampMin=0.05>;
// How many blood splats to apply per frequency interval (limited by config: [KFGame.KFGoreManager] MaxPersistentSplatsPerFrame)
var() int SplatsPerInterval<ClampMin=1>;
// How much to scale the default blood splat size
var() float Scale<ClampMin=0.01>;
// How far below the volume to check for surfaces to splatter
var() float TraceLength<ClampMin=100>;
var transient box AABB;
var transient KFGoreManager GoreMan;
simulated event PostBeginPlay()
{
// cache bounding box and goremanager
if (BrushComponent != none)
{
AABB.Min = BrushComponent.Bounds.Origin - BrushComponent.Bounds.BoxExtent;
AABB.Max = BrushComponent.Bounds.Origin + BrushComponent.Bounds.BoxExtent;
GoreMan = KFGoreManager(WorldInfo.MyGoreEffectManager);
}
}
simulated function AddSplatter()
{
local vector V, D;
local int SplatCount;
D = AABB.Max - AABB.Min;
V.Z = AABB.Min.Z + (D.Z / 2.0); // mid-z is safe
while (SplatCount < SplatsPerInterval)
{
V.X = AABB.Min.X + D.X * FRand();
V.Y = AABB.Min.Y + D.Y * FRand();
while (!EncompassesPoint(V))
{
V.X = AABB.Min.X + D.X * FRand();
V.Y = AABB.Min.Y + D.Y * FRand();
}
GoreMan.LeaveAPersistentBloodSplat(V, vect(0,0,-1), Scale,,, TraceLength);
SplatCount++;
}
}
simulated function SetActive(bool bActive)
{
if (GoreMan == none)
{
`warn("Cannot set "$self$" active - incomplete initialization");
return;
}
if (bActive)
{
// allow volumes activated on the same frame to spread out their cadences
`TimerHelper.SetTimer(FRand() * 2.f, false, nameof(Timer_SetActive), self);
}
else
{
`TimerHelper.ClearTimer(nameof(AddSplatter), self);
}
}
protected simulated function Timer_SetActive()
{
`TimerHelper.SetTimer(Frequency, true, nameof(AddSplatter), self);
}
defaultproperties
{
Frequency=1.0
SplatsPerInterval=1
Scale=1.0
TraceLength=10000.0
Begin Object Name=BrushComponent0
CollideActors=false
bAcceptsLights=false
BlockActors=false
BlockZeroExtent=false
BlockNonZeroExtent=false
BlockRigidBody=false
AlwaysLoadOnClient=true
AlwaysLoadOnServer=false
bDisableAllRigidBody=true
End Object
bCollideActors=false
bMovable=false
bReplicateMovement=false
bPushedByEncroachers=false
bCanStepUpOn=false
CollisionType=COLLIDE_NoCollision
}