121 lines
3.1 KiB
Ucode
121 lines
3.1 KiB
Ucode
/**
|
|
* An actor used to generate collision events (touch/untouch), and
|
|
* interactions events (ue) as inputs into the scripting system.
|
|
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
|
|
*/
|
|
class Trigger extends Actor
|
|
placeable
|
|
ClassGroup(Common)
|
|
native;
|
|
|
|
cpptext
|
|
{
|
|
#if WITH_EDITOR
|
|
// AActor interface.
|
|
virtual void EditorApplyScale(const FVector& DeltaScale, const FMatrix& ScaleMatrix, const FVector* PivotLocation, UBOOL bAltDown, UBOOL bShiftDown, UBOOL bCtrlDown);
|
|
virtual void CheckForErrors();
|
|
#endif
|
|
}
|
|
|
|
struct CheckpointRecord
|
|
{
|
|
var bool bCollideActors;
|
|
};
|
|
|
|
/** Base cylinder component for collision */
|
|
var() editconst const CylinderComponent CylinderComponent;
|
|
/** for AI, true if we have been recently triggered (so AI doesn't try to trigger it again) */
|
|
var bool bRecentlyTriggered;
|
|
/** how long bRecentlyTriggered should stay set after each triggering */
|
|
var() float AITriggerDelay;
|
|
|
|
|
|
simulated event PostBeginPlay()
|
|
{
|
|
`if(`isdefined(FINAL_RELEASE))
|
|
local SpriteComponent ASpriteComp;
|
|
// if we are in final release we don't want to pay the runtime cost of these components. We will not have a cheat command to actually see them
|
|
// and we don't do lots of debugging in final_release so just remove them!
|
|
foreach ComponentList( class'SpriteComponent', ASpriteComp )
|
|
{
|
|
DetachComponent( ASpriteComp );
|
|
}
|
|
`endif
|
|
|
|
Super.PostBeginPlay();
|
|
}
|
|
|
|
|
|
event Touch(Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal)
|
|
{
|
|
if (FindEventsOfClass(class'SeqEvent_Touch'))
|
|
{
|
|
NotifyTriggered();
|
|
}
|
|
}
|
|
|
|
/** called when this trigger has successfully been used to activate a Kismet event */
|
|
function NotifyTriggered()
|
|
{
|
|
bRecentlyTriggered = true;
|
|
SetTimer( AITriggerDelay, false, nameof(UnTrigger) );
|
|
}
|
|
|
|
function UnTrigger()
|
|
{
|
|
bRecentlyTriggered = false;
|
|
}
|
|
|
|
simulated function bool StopsProjectile(Projectile P)
|
|
{
|
|
return bBlockActors;
|
|
}
|
|
|
|
function bool ShouldSaveForCheckpoint()
|
|
{
|
|
return (bStatic || bNoDelete);
|
|
}
|
|
|
|
function CreateCheckpointRecord(out CheckpointRecord Record)
|
|
{
|
|
// actor collision is the primary method of toggling triggers apparently
|
|
Record.bCollideActors = bCollideActors;
|
|
}
|
|
|
|
function ApplyCheckpointRecord(const out CheckpointRecord Record)
|
|
{
|
|
SetCollision(Record.bCollideActors,bBlockActors,bIgnoreEncroachers);
|
|
ForceNetRelevant();
|
|
}
|
|
|
|
defaultproperties
|
|
{
|
|
Begin Object Class=SpriteComponent Name=Sprite
|
|
Sprite=Texture2D'EditorResources.S_Trigger'
|
|
HiddenGame=False
|
|
AlwaysLoadOnClient=False
|
|
AlwaysLoadOnServer=False
|
|
SpriteCategoryName="Triggers"
|
|
End Object
|
|
Components.Add(Sprite)
|
|
|
|
Begin Object Class=CylinderComponent NAME=CollisionCylinder LegacyClassName=Trigger_TriggerCylinderComponent_Class
|
|
CollideActors=true
|
|
CollisionRadius=+0040.000000
|
|
CollisionHeight=+0040.000000
|
|
bAlwaysRenderIfSelected=true
|
|
End Object
|
|
CollisionComponent=CollisionCylinder
|
|
CylinderComponent=CollisionCylinder
|
|
Components.Add(CollisionCylinder)
|
|
|
|
bHidden=true
|
|
bCollideActors=true
|
|
bProjTarget=true
|
|
bStatic=false
|
|
bNoDelete=true
|
|
AITriggerDelay=2.0
|
|
|
|
SupportedEvents.Add(class'SeqEvent_Used')
|
|
}
|