91 lines
1.9 KiB
Ucode
91 lines
1.9 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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*/
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class GameCrowdInteractionPoint extends Actor
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native
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abstract
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hidecategories(Advanced)
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hidecategories(Collision)
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hidecategories(Display)
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hidecategories(Actor)
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hidecategories(Movement)
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hidecategories(Physics)
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ClassGroup(Crowd)
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placeable;
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/** If this interactionpoint is currently enabled */
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var() bool bIsEnabled;
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/** Cylinder component */
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var() CylinderComponent CylinderComponent;
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cpptext
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{
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#if WITH_EDITOR
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// AActor interface.
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virtual void EditorApplyScale(const FVector& DeltaScale, const FMatrix& ScaleMatrix, const FVector* PivotLocation, UBOOL bAltDown, UBOOL bShiftDown, UBOOL bCtrlDown);
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#endif
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}
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replication
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{
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if (bNoDelete)
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bIsEnabled;
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}
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function OnToggle(SeqAct_Toggle action)
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{
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if (action.InputLinks[0].bHasImpulse)
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{
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// turn on
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bIsEnabled = TRUE;
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}
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else if (action.InputLinks[1].bHasImpulse)
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{
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// turn off
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bIsEnabled = FALSE;
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}
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else if (action.InputLinks[2].bHasImpulse)
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{
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// toggle
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bIsEnabled = !bIsEnabled;
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}
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// Make this actor net relevant, and force replication, even if it now does not differ from class defaults.
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ForceNetRelevant();
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}
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defaultproperties
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{
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TickGroup=TG_DuringAsyncWork
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bIsEnabled=true
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bCollideActors=FALSE
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bNoDelete=true
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Begin Object Class=CylinderComponent NAME=CollisionCylinder
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CollideActors=FALSE
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bDrawNonColliding=TRUE
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CollisionRadius=+0200.000000
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CollisionHeight=+0040.000000
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CylinderColor=(R=0,G=255,B=0)
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bDrawBoundingBox=FALSE
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End Object
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CylinderComponent=CollisionCylinder
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CollisionComponent=CollisionCylinder
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Components.Add(CollisionCylinder)
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Begin Object Class=SpriteComponent Name=Sprite
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Sprite=Texture2D'EditorResources.Crowd.T_Crowd_Behavior'
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Scale=0.5
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HiddenGame=TRUE
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HiddenEditor=FALSE
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AlwaysLoadOnClient=FALSE
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AlwaysLoadOnServer=FALSE
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End Object
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Components.Add(Sprite)
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} |