199 lines
5.6 KiB
Ucode
199 lines
5.6 KiB
Ucode
//=============================================================================
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// WorldAttractor.
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//
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// WorldAttractor is a placeable generic attractor.
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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 WorldAttractor extends Actor
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native(Physics)
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hidecategories(Lighting,LightColor,Force)
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placeable;
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/**
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* TRUE if this attractor has any effect.
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*/
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var() bool bEnabled;
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/**
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* The duration in seconds to loop over the values in the distributions below.
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*/
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var() float LoopDuration;
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/**
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* The current time through the loop.
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*/
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var float CurrentTime;
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/**
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* Falloff type enumeration.
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*/
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enum EWorldAttractorFalloffType
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{
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FOFF_Constant,
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FOFF_Linear,
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FOFF_Exponent
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};
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/**
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* Type of falloff.
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*
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* FOFF_Constant - Falloff is constant so just use the strength for the whole range.
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* FOFF_Linear - Linear falloff over the range.
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* FOFF_ExponentExponential falloff over the range.
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*/
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var() EWorldAttractorFalloffType FalloffType;
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/**
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* Optional falloff exponent for FOFF_Exponent type.
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*/
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var() interp matineerawdistributionfloat FalloffExponent;
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/**
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* Range of the attractor.
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*/
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var() interp matineerawdistributionfloat Range;
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/**
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* Strength of the attraction over time.
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*/
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var() interp matineerawdistributionfloat Strength;
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/**
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* Radius bounding the attraction point for use with collisions.
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*/
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var() interp float CollisionRadius;
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/**
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* Drag coefficient, a value of 1.0f means no drag, a value > 1.0f means accelerate.
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* This value is multiplied with the DragCoefficient value in the attractor to get the
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* resultant drag coefficient and generate the drag force.
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*/
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var() interp matineerawdistributionfloat DragCoefficient;
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/**
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* Apply the drag when the particle is within this radius.
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*/
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var() interp matineerawdistributionfloat DragRadius;
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struct native WorldAttractorData
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{
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var bool bEnabled;
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var vector Location;
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var EWorldAttractorFalloffType FalloffType;
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var float FalloffExponent;
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var float Range;
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var float Strength;
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};
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cpptext
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{
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/**
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* Override these to manage the list of AWorldAttractor instances. These will call either RegisterAttractor or
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* UnregisterAttractor as necessary and then call the base class implementation.
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*/
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virtual void Spawned();
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virtual void PostLoad();
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/** ticks the actor
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* @return TRUE if the actor was ticked, FALSE if it was aborted (e.g. because it's in stasis)
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*/
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virtual UBOOL Tick( FLOAT DeltaTime, enum ELevelTick TickType );
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virtual void BeginDestroy();
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virtual void Serialize(FArchive& Ar);
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void SetZone( UBOOL bTest, UBOOL bForceRefresh );
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/**
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* Get the attraction data at the provided time.
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* @param Time This is time relative to whatever the calling function desires (particle life, emitter life, matinee start, etc.)
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* @param Data Returned data for the given time.
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*/
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void GetAttractorDataAtTime(const FLOAT Time, FWorldAttractorData& Data);
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/**
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* Generate the attraction velocity to add to an actor's current velocity.
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* @param CurrentLocation The location of the actor at the start of this tick.
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* @param CurrentTime This is time relative to whatever the calling function desires (particle life, emitter life, matinee start, etc.)
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* @param DeltaTime This is the time since the last update call.
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* @param ParticleBoundingRadius Used to calculate drag.
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* @returns The velocity to add to the actor's current velocity.
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*/
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FVector GetVelocityForAttraction(const FVector CurrentLocation, const FLOAT CurrentTime, const FLOAT DeltaTime, const FLOAT ParticleBoundingRadius = 0.0f);
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/**
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* Tests for a collision and if there is a collision the actions in the array are executed on the particle.
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* @param ParticleEmitter The particle emitter that owns the particle to test.
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* @param ParticleIndex Used to look up the particle in the emitter instance.
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* @returns TRUE if the particle was affected by one of the actions.
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*/
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UBOOL HandleParticleCollision(FParticleEmitterInstance* ParticleEmitter, INT ParticleIndex);
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}
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function OnSetWorldAttractorParam(SeqAct_SetWorldAttractorParam Action)
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{
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if(Action.bEnabledField)
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{
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bEnabled = Action.bEnabled;
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}
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if(Action.bFalloffTypeField)
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{
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FalloffType = Action.FalloffType;
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}
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if(Action.bRangeField)
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{
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Range = Action.Range;
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}
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if(Action.bStrengthField)
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{
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Strength = Action.Strength;
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}
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}
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defaultproperties
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{
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Begin Object Class=SpriteComponent Name=Sprite
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Sprite=Texture2D'EditorResources.S_Pickup'
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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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Begin Object Class=DistributionFloatConstant Name=DistributionFalloffExponent
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End Object
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FalloffExponent=(Distribution=DistributionFalloffExponent)
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Begin Object Class=DistributionFloatConstant Name=DistributionStrength
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End Object
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Strength=(Distribution=DistributionStrength)
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Begin Object Class=DistributionFloatConstant Name=DistributionRange
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Constant=1.0f
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End Object
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Range=(Distribution=DistributionRange)
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Begin Object Class=DistributionFloatConstant Name=DistributionDragCoefficient
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Constant=1.0f
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End Object
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DragCoefficient=(Distribution=DistributionDragCoefficient)
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Begin Object Class=DistributionFloatConstant Name=DistributionDragRadius
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Constant=0.0f
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End Object
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DragRadius=(Distribution=DistributionDragRadius)
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bHidden=FALSE
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bCollideActors=false
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FalloffType=FOFF_Constant;
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bEnabled=true;
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TickGroup=TG_PreAsyncWork;
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CurrentTime=0.0f;
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LoopDuration=0.0f;
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}
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