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KF2-Dev-Scripts/Engine/Classes/DynamicAnchor.uc
2020-12-13 18:01:13 +03:00

44 lines
1.8 KiB
Ucode

/**
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
/** a dynamic anchor is a NavigationPoint temporarily added to the navigation network during gameplay, when the AI is trying
* to get on the network but there is no directly reachable NavigationPoint available. It tries to find something else that is
* reachable (for example, part of a ReachSpec) and places one of these there and connects it to the network. Doing it this way
* allows us to handle these situations without any special high-level code; as far as script is concerned, the AI is moving
* along a perfectly normal NavigationPoint connected to the network just like any other.
* DynamicAnchors handle destroying themselves and cleaning up any connections when they are no longer in use.
*/
class DynamicAnchor extends NavigationPoint
native;
/** current controller that's using us to navigate */
var Controller CurrentUser;
cpptext
{
/** initializes us with the given user and creates ReachSpecs to connect ourselves to the given endpoints,
* using the given ReachSpec as a template
* @param InUser the Controller that will be using us for navigation
* @param Point1 the first NavigationPoint to connect to
* @param Point2 the second NavigationPoint to connect to
* @param SpecTemplate the ReachSpec to use as a template for the ReachSpecs we create
*/
void Initialize(AController* InUser, ANavigationPoint* Point1, ANavigationPoint* Point2, UReachSpec* SpecTemplate);
void InitHelper( ANavigationPoint* Start, ANavigationPoint* End, INT NewHeight, INT NewRadius, UReachSpec* SpecTemplate );
virtual void PostScriptDestroyed();
virtual void TickSpecial(FLOAT DeltaSeconds);
}
defaultproperties
{
RemoteRole=ROLE_None
bStatic=false
bNoDelete=false
bCollideWhenPlacing=false
}