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KF2-Dev-Scripts/GameFramework/Classes/GameCrowdInteractionPoint.uc

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2020-12-13 15:01:13 +00:00
/**
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*
*/
class GameCrowdInteractionPoint extends Actor
native
abstract
hidecategories(Advanced)
hidecategories(Collision)
hidecategories(Display)
hidecategories(Actor)
hidecategories(Movement)
hidecategories(Physics)
ClassGroup(Crowd)
placeable;
/** If this interactionpoint is currently enabled */
var() bool bIsEnabled;
/** Cylinder component */
var() CylinderComponent CylinderComponent;
cpptext
{
#if WITH_EDITOR
// AActor interface.
virtual void EditorApplyScale(const FVector& DeltaScale, const FMatrix& ScaleMatrix, const FVector* PivotLocation, UBOOL bAltDown, UBOOL bShiftDown, UBOOL bCtrlDown);
#endif
}
replication
{
if (bNoDelete)
bIsEnabled;
}
function OnToggle(SeqAct_Toggle action)
{
if (action.InputLinks[0].bHasImpulse)
{
// turn on
bIsEnabled = TRUE;
}
else if (action.InputLinks[1].bHasImpulse)
{
// turn off
bIsEnabled = FALSE;
}
else if (action.InputLinks[2].bHasImpulse)
{
// toggle
bIsEnabled = !bIsEnabled;
}
// Make this actor net relevant, and force replication, even if it now does not differ from class defaults.
ForceNetRelevant();
}
defaultproperties
{
TickGroup=TG_DuringAsyncWork
bIsEnabled=true
bCollideActors=FALSE
bNoDelete=true
Begin Object Class=CylinderComponent NAME=CollisionCylinder
CollideActors=FALSE
bDrawNonColliding=TRUE
CollisionRadius=+0200.000000
CollisionHeight=+0040.000000
CylinderColor=(R=0,G=255,B=0)
bDrawBoundingBox=FALSE
End Object
CylinderComponent=CollisionCylinder
CollisionComponent=CollisionCylinder
Components.Add(CollisionCylinder)
Begin Object Class=SpriteComponent Name=Sprite
Sprite=Texture2D'EditorResources.Crowd.T_Crowd_Behavior'
Scale=0.5
HiddenGame=TRUE
HiddenEditor=FALSE
AlwaysLoadOnClient=FALSE
AlwaysLoadOnServer=FALSE
End Object
Components.Add(Sprite)
}