157 lines
4.5 KiB
Ucode
157 lines
4.5 KiB
Ucode
//=============================================================================
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// Volume: a bounding volume
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// touch() and untouch() notifications to the volume as actors enter or leave it
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// enteredvolume() and leftvolume() notifications when center of actor enters the volume
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// pawns with bIsPlayer==true cause playerenteredvolume notifications instead of actorenteredvolume()
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// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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//=============================================================================
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class Volume extends Brush
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native
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nativereplication;
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/** this actor gets touch() and untouch notifications as the volume is entered or left. */
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var Actor AssociatedActor;
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/** Should pawns be forced to walk when inside this volume? */
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var() bool bForcePawnWalk;
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/** Should process all actors within this volume */
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var() bool bProcessAllActors;
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/** Should this volume only collide with pawns */
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var(Collision) bool bPawnsOnly;
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cpptext
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{
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INT Encompasses(FVector point, FVector Extent=FVector(0.f));
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void SetVolumes();
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virtual void SetVolumes(const TArray<class AVolume*>& Volumes);
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virtual UBOOL ShouldTrace(UPrimitiveComponent* Primitive,AActor *SourceActor, DWORD TraceFlags);
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virtual UBOOL IsAVolume() const {return TRUE;}
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virtual AVolume* GetAVolume() { return this; }
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virtual INT* GetOptimizedRepList(BYTE* Recent, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel);
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virtual void PostEditImport();
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#if WITH_EDITOR
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/**
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* Function that gets called from within Map_Check to allow this actor to check itself
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* for any potential errors and register them with map check dialog.
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*/
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virtual void CheckForErrors();
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#endif
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}
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native noexport function bool Encompasses(Actor Other); // returns true if center of actor is within volume
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native noexport function bool EncompassesPoint( Vector Loc );
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event PostBeginPlay()
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{
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Super.PostBeginPlay();
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if ( AssociatedActor != None )
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{
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GotoState('AssociatedTouch');
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InitialState = GetStateName();
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}
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}
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/**
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* list important Volume variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when
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* the ShowDebug exec is used
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*
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* @param HUD - HUD with canvas to draw on
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* @input out_YL - Height of the current font
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* @input out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
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*/
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simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
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{
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super.DisplayDebug(HUD, out_YL, out_YPos);
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HUD.Canvas.DrawText("AssociatedActor "$AssociatedActor, false);
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out_YPos += out_YL;
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HUD.Canvas.SetPos(4, out_YPos);
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}
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State AssociatedTouch
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{
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event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )
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{
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AssociatedActor.Touch(Other, OtherComp, HitLocation, HitNormal);
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}
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event untouch( Actor Other )
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{
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AssociatedActor.untouch(Other);
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}
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event BeginState(Name PreviousStateName)
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{
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local Actor A;
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ForEach TouchingActors(class'Actor', A)
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Touch(A, None, A.Location, Vect(0,0,1) );
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}
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}
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/** Handling Toggle event from Kismet. */
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simulated function OnToggle(SeqAct_Toggle Action)
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{
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// Turn ON
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if (Action.InputLinks[0].bHasImpulse)
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{
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if(!bCollideActors)
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{
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SetCollision(true, bBlockActors);
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}
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}
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// Turn OFF
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else if (Action.InputLinks[1].bHasImpulse)
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{
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if(bCollideActors)
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{
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SetCollision(false, bBlockActors);
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}
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}
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// Toggle
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else if (Action.InputLinks[2].bHasImpulse)
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{
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SetCollision(!bCollideActors, bBlockActors);
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}
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CollisionComponent.SetActorCollision(bCollideActors, CollisionComponent.BlockActors);
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ForceNetRelevant();
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SetForcedInitialReplicatedProperty(Property'Engine.Actor.bCollideActors', (bCollideActors == default.bCollideActors));
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}
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simulated event CollisionChanged()
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{
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// rigid body collision should match Unreal collision
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CollisionComponent.SetBlockRigidBody(bCollideActors && bBlockActors);
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}
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event ProcessActorSetVolume( Actor Other );
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defaultproperties
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{
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Begin Object Name=BrushComponent0
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CollideActors=true
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bAcceptsLights=true
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`if(`__TW_LIGHTING_MODIFICATIONS_) // Custom lighting channel implementation
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LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
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`else
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LightingChannels=(Dynamic=TRUE,bInitialized=TRUE)
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`endif
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BlockActors=false
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BlockZeroExtent=false
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BlockNonZeroExtent=true
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BlockRigidBody=false
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AlwaysLoadOnClient=True
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AlwaysLoadOnServer=True
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bDisableAllRigidBody=true
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End Object
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bCollideActors=True
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bSkipActorPropertyReplication=true
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}
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