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KF2-Dev-Scripts/KFGame/Classes/KFVersusNoGoVolume.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFVersusNoGoVolume
//=============================================================================
// Volume which can spawn pawns inside of it and show transient spawn marker
// actors in the editor.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFVersusNoGoVolume extends PostProcessVolume
native
placeable;
/** Actors to unhide while in this volume */
var() array<StaticMeshActor> NoGoWallActors;
/** True while NoGo effects/meshes are showing */
var transient bool bIsActive;
/** Last time we performed a touching actors test */
var transient float LastTouchingCheckTime;
/** Initial delay before we start "motivating" the player to move */
var() float NoGoHurtStartDelay <ClampMin=10.0 | ClampMax=120.0>;
/** The damage type used to hurt griefing players */
var transient class<KFDamageType> NoGoDamageType;
/** Damage dealing interval */
var transient float NoGoHurtInterval;
/** Notify local player controller when toggled */
private native function NotifyNoGoActive( bool bNewActive, float HurtStartDelay);
/**
* This touch is a bit unusual because we care about locally controlled players. For example,
* we're not handling the case of re-possessing a pawn already in the volume. PostProcessVolumes
* have a solution for this, but it's fairly invovled.
*/
simulated event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )
{
if ( !bIsActive && WorldInfo.NetMode != NM_DedicatedServer )
{
// If the actor just spawned it may not have a controller yet, so
// we have to delay one frame to test properly.
if ( Other.CreationTime == WorldInfo.TimeSeconds )
{
`log(GetFuncName()@"delaying touch test on spawn for a valid controller", bDebug);
Other.SetTimer(0.01, false, nameof(CheckActivate), self);
}
else
{
CheckActivate();
}
}
}
/** Test touching actors on Touch() event or just after */
simulated function CheckActivate()
{
if ( !bIsActive && IsLocalPlayerTouching() )
{
SetActive(true);
}
}
/** Returns true if there is a local player controller in this volume */
simulated function bool IsLocalPlayerTouching()
{
local Pawn P;
local PlayerController LocalPC;
LocalPC = GetALocalPlayerController();
LastTouchingCheckTime = WorldInfo.TimeSeconds;
foreach TouchingActors(class'Pawn', P)
{
if( P.Controller != None && P.Controller == LocalPC )
{
return true;
}
}
return false;
}
/** Toggle on/off local NoGo effects and meshes */
private simulated function SetActive(bool bNewActive)
{
local int i;
bIsActive = bNewActive;
for (i = 0; i < NoGoWallActors.Length; ++i)
{
NoGoWallActors[i].SetHidden(!bIsActive);
}
// toggle tick on/off for UnTouch check interval
SetTickIsDisabled(!bIsActive);
// notify local player controller for hurt damage
NotifyNoGoActive( bIsActive, NoGoHurtStartDelay );
`log(GetFuncName()@"called with"@bNewActive@bTickIsDisabled, bDebug);
}
/**
* While active tick is uses to handle an UnTouch check interval. Can't rely just on UnTouch() events
* events because the controller can be detached while the pawn is still touching (e.g. death)
*/
simulated event Tick(float DeltaTime)
{
if ( `TimeSince(LastTouchingCheckTime) > 0.5f )
{
if ( !IsLocalPlayerTouching() )
{
SetActive(false);
}
}
}
/**
* @brief Returns the volumes damage type class
* @return Damagetype
*/
static final function class<KFDamageType> GetNoGoDTClass()
{
return default.NoGoDamageType;
}
/**
* @brief Returns the time between damage is dealed
* @return Hurt interval
*/
static final function float GetNoGoHurtInterval()
{
return default.NoGoHurtInterval;
}
DefaultProperties
{
// Volume
bColored=true
BrushColor=(R=100,G=255,B=100,A=255)
bPawnsOnly=true
bStatic=false
bTickIsDisabled=true
RemoteRole=ROLE_SimulatedProxy
NoGoDamageType=class'KFDT_NoGoVolume'
NoGoHurtStartDelay=60.f
NoGoHurtInterval=2.f
// PostProcessVolume overrides (re-enable Touch())
bCollideActors=true
Begin Object Name=BrushComponent0
CollideActors=true
BlockNonZeroExtent=true
End Object
//bDebug=true
}