276 lines
8.1 KiB
Ucode
276 lines
8.1 KiB
Ucode
/**
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* GamePlayerController
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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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class GamePlayerController extends PlayerController
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dependson(GamePawn)
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config(Game)
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native
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abstract;
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/** If true, warn GameCrowdAgents to avoid pawn controlled by this player. Used when player will move through crowds */
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var bool bWarnCrowdMembers;
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/** If TRUE, draw debug info for crowd awareness checks */
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var(Debug) bool bDebugCrowdAwareness;
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/** Controls how far around a player to warn agents. */
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var float AgentAwareRadius;
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/** Name of the current sound mode that is active for the audio system **/
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var transient protected name CurrentSoundMode;
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/** If true we are in 'warmup paused' state to allow textures to stream in, and should not allow unpausing. */
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var transient bool bIsWarmupPaused;
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cpptext
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{
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virtual void TickSpecial( FLOAT DeltaSeconds );
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}
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function OnToggleMouseCursor( SeqAct_ToggleMouseCursor inAction )
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{
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local GameViewportClient GVC;
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GVC = LocalPlayer(Player) != None ? LocalPlayer(Player).ViewportClient : None;
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if ( GVC != None )
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{
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GVC.SetHardwareMouseCursorVisibility(inAction.InputLinks[0].bHasImpulse);
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}
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}
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/**
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* @return Returns the index of this PC in the GamePlayers array.
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*/
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native function int GetUIPlayerIndex();
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exec function CrowdDebug(bool bEnabled)
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{
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local GameCrowdAgent GCA;
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local int i, AgentCount;
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local float DebugRadius;
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`log("CROWDDEBUG"@MyHUD@bEnabled);
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MyHUD.bShowOverlays = bEnabled;
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// first remove currently enabled agents, so postrendered list doesn't grow too large and kill performance
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for ( i=0; i<MyHUD.PostRenderedActors.Length; i++ )
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{
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GCA = GameCrowdAgent(MyHUD.PostRenderedActors[i]);
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if ( GCA != None )
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{
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MyHUD.RemovePostRenderedActor(GCA);
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}
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}
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if ( bEnabled )
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{
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// First count agents: don't want more than about 100 being postrendered
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DebugRadius = 2000.0;
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ForEach VisibleActors(class'GameCrowdAgent', GCA, DebugRadius, (Pawn != None) ? Pawn.Location : Location )
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{
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AgentCount++;
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}
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if( AgentCount > 100 )
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{
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// too many agents - reduce debugradius proportionally
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DebugRadius *= sqrt(100.0/float(AgentCount));
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}
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ForEach VisibleActors(class'GameCrowdAgent', GCA, DebugRadius, (Pawn != None) ? Pawn.Location : Location )
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{
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MyHUD.AddPostRenderedActor(GCA);
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}
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}
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}
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/** Hook to let player know a refresh of crowd agent info is coming */
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event NotifyCrowdAgentRefresh();
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/** Hook to let player know crowd member is in range */
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event NotifyCrowdAgentInRadius( GameCrowdAgent Agent );
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/**
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* Play forcefeedback to match the given screenshake.
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*/
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simulated protected function DoForceFeedbackForScreenShake( CameraShake ShakeData, float Scale )
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{
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local int ShakeLevel;
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local float RotMag, LocMag, FOVMag;
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if (ShakeData != None)
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{
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// figure out if we're "big", "medium", or nothing
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RotMag = ShakeData.GetRotOscillationMagnitude() * Scale;
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if (RotMag > 40.f)
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{
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ShakeLevel = 2;
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}
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else if (RotMag > 20.f)
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{
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ShakeLevel = 1;
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}
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if (ShakeLevel < 2)
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{
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LocMag = ShakeData.GetLocOscillationMagnitude() * Scale;
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if (LocMag > 10.f)
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{
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ShakeLevel = 2;
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}
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else if (LocMag > 5.f)
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{
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ShakeLevel = 1;
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}
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FOVMag = ShakeData.FOVOscillation.Amplitude * Scale;
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if (ShakeLevel < 2)
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{
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if (FOVMag > 5.f)
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{
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ShakeLevel = 2;
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}
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else if (FOVMag > 2.f)
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{
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ShakeLevel = 1;
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}
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}
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}
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//`log("level="@ShakeLevel@"rotmag"@VSize(ShakeData.RotAmplitude)@"locmag"@VSize(ShakeData.LocAmplitude)@"fovmag"@ShakeData.FOVAmplitude);
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if (ShakeLevel == 2)
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{
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if( ShakeData.OscillationDuration <= 1 )
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{
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ClientPlayForceFeedbackWaveform(class'GameWaveForms'.default.CameraShakeBigShort);
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}
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else
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{
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ClientPlayForceFeedbackWaveform(class'GameWaveForms'.default.CameraShakeBigLong);
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}
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}
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else if (ShakeLevel == 1)
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{
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if( ShakeData.OscillationDuration <= 1 )
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{
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ClientPlayForceFeedbackWaveform(class'GameWaveForms'.default.CameraShakeMediumShort);
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}
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else
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{
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ClientPlayForceFeedbackWaveform(class'GameWaveForms'.default.CameraShakeMediumLong);
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}
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}
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}
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}
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/** Set the sound mode of the audio system for special EQing **/
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simulated function SetSoundMode( Name InSoundModeName )
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{
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local AudioDevice Audio;
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local bool bSet;
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Audio = class'Engine'.static.GetAudioDevice();
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if( Audio != None )
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{
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if( CurrentSoundMode != InSoundModeName )
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{
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bSet = Audio.SetSoundMode( InSoundModeName );
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if( bSet == TRUE )
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{
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CurrentSoundMode = InSoundModeName;
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}
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}
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}
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}
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/**
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* Starts/stops the loading movie
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*
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* @param bShowMovie true to show the movie, false to stop it
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* @param bPauseAfterHide (optional) If TRUE, this will pause the game/delay movie stop to let textures stream in
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* @param PauseDuration (optional) allows overriding the default pause duration specified in .ini (only used if bPauseAfterHide is true)
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* @param KeepPlayingDuration (optional) keeps playing the movie for a specified more seconds after it's supposed to stop
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* @param bOverridePreviousDelays (optional) whether to cancel previous delayed StopMovie or not (defaults to FALSE)
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*/
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native static final function ShowLoadingMovie(bool bShowMovie, optional bool bPauseAfterHide, optional float PauseDuration, optional float KeepPlayingDuration, optional bool bOverridePreviousDelays);
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/**
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* Keep playing the loading movie if it's currently playing and abort any StopMovie calls that may be pending through the FDelayedUnpauser.
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*/
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native static final function KeepPlayingLoadingMovie();
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/** starts playing the specified movie */
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native final reliable client event ClientPlayMovie(string MovieName, int InStartOfRenderingMovieFrame, int InEndOfRenderingMovieFrame, bool bRestrictPausing , bool bPlayOnceFromStream, bool bOnlyBackButtonSkipsMovie);
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/**
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* Stops the currently playing movie
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*
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* @param DelayInSeconds number of seconds to delay before stopping the movie.
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* @param bAllowMovieToFinish indicates whether the movie should be stopped immediately or wait until it's finished.
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* @param bForceStopNonSkippable indicates whether a movie marked as non-skippable should be stopped anyway; only relevant if the specified
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* movie is marked non-skippable (like startup movies).
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* @param bForceStopLoadingMovie If false then don't stop the movie if it's the loading movie.
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*/
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native final reliable client event ClientStopMovie(float DelayInSeconds, bool bAllowMovieToFinish, bool bForceStopNonSkippable, bool bForceStopLoadingMovie);
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/** returns the name of the currently playing movie, or an empty string if no movie is currently playing
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* @todo: add an out param for current time in playback for synchronizing clients that join in the middle
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*/
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native final function GetCurrentMovie(out string MovieName);
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/** Delegate used to control whether we can unpause during warmup. We never allow this. */
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function bool CanUnpauseWarmup()
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{
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return !bIsWarmupPaused;
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}
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/** Function used by loading code to pause and unpause the game during texture-streaming warm-up. */
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event WarmupPause(bool bDesiredPauseState)
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{
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local color FadeColor;
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local PlayerController PC;
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local string MovieName;
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bIsWarmupPaused = bDesiredPauseState;
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SetPause(bDesiredPauseState, CanUnpauseWarmup);
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// When pausing, start a fade in
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// the fade won't actually go away until after the pause is turned off,
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// but starting it on pause instead of unpause prevents any delays between the loading movie vanishing and pause being disabled
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// from causing us to be viewing some random place in the world for a few frames
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if (!bDesiredPauseState)
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{
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GetCurrentMovie(MovieName);
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if (MovieName != "")
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{
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foreach LocalPlayerControllers(class'PlayerController', PC)
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{
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GamePlayerController(PC).ClientColorFade(FadeColor, 255, 0, 2.0);
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}
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}
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}
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}
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reliable client function ClientColorFade(Color FadeColor, byte FromAlpha, byte ToAlpha, float FadeTime);
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defaultproperties
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{
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AgentAwareRadius=200.0
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CheatClass=class'GameCheatManager'
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}
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