171 lines
4.5 KiB
Ucode
171 lines
4.5 KiB
Ucode
/**
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* Activated when a certain amount of damage is taken. Allows the designer to define how much and
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* which types of damage should be be required (or ignored).
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* Originator: the actor that was damaged
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* Instigator: the actor that did the damaging
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class SeqEvent_TakeDamage extends SequenceEvent
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native(Sequence);
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/** Damage must exceed this value to be counted */
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var() float MinDamageAmount<autocomment=true>;
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/** Total amount of damage to take before activating the event */
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var() float DamageThreshold;
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/** Types of damage that are counted */
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var() array<class<DamageType> > DamageTypes<AllowAbstract>;
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/** Types of damage that are ignored */
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var() array<class<DamageType> > IgnoreDamageTypes<AllowAbstract>;
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/** Current damage amount */
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var float CurrentDamage;
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/** Should the damage counter be reset if this event is toggled? */
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var() bool bResetDamageOnToggle;
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/**
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* Searches DamageTypes[] for the specified damage type.
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*
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* Default case is to return true for no damage types listed. This makes workflow a lot faster as you do not need to
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* add a damage type each time you use this event.
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*/
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final function bool IsValidDamageType(class<DamageType> inDamageType)
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{
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local int Idx;
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local bool bValidDamageType;
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// if any damage types are specified, then verify the inDamageType is a child of at least one
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if (DamageTypes.Length > 0)
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{
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bValidDamageType = FALSE;
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for (Idx = 0; Idx < DamageTypes.Length; Idx++)
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{
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if (ClassIsChildOf(inDamageType,DamageTypes[Idx]))
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{
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bValidDamageType = TRUE;
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// no need to keep looking
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break;
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}
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}
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if (!bValidDamageType)
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{
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return FALSE;
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}
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}
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// check to see if the damage type is an ignored type
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if (IgnoreDamageTypes.Length > 0)
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{
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for (Idx = 0; Idx < IgnoreDamageTypes.Length; Idx++)
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{
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if (ClassIsChildOf(inDamageType,IgnoreDamageTypes[Idx]))
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{
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// should be ignored
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return FALSE;
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}
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}
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}
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return TRUE;
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}
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/**
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* Applies the damage and checks for activation of the event.
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*/
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function HandleDamage(Actor inOriginator, Actor inInstigator, class<DamageType> inDamageType, int inAmount)
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{
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local SeqVar_Float FloatVar;
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local bool bAlreadyActivatedThisTick;
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PublishLinkedVariableValues();
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if (inOriginator != None &&
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bEnabled &&
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inAmount >= MinDamageAmount &&
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IsValidDamageType(inDamageType) &&
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(!bPlayerOnly ||
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(inInstigator!= None && inInstigator.IsPlayerOwned())))
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{
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CurrentDamage += inAmount;
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if (CurrentDamage >= DamageThreshold)
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{
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bAlreadyActivatedThisTick = (bActive && ActivationTime ~= GetWorldInfo().TimeSeconds);
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if (CheckActivate(inOriginator,inInstigator,false))
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{
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// write to any variables that want to know the exact damage taken
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foreach LinkedVariables(class'SeqVar_Float', FloatVar, "Damage Taken")
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{
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//@hack carry over damage from multiple hits in the same tick
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//since Kismet doesn't currently support multiple activations in the same tick
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if (bAlreadyActivatedThisTick)
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{
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FloatVar.FloatValue += CurrentDamage;
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}
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else
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{
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FloatVar.FloatValue = CurrentDamage;
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}
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}
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// reset the damage counter on activation
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if (DamageThreshold <= 0.f)
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{
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CurrentDamage = 0.f;
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}
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else
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{
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CurrentDamage -= DamageThreshold;
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}
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}
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}
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}
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}
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function Reset()
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{
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Super.Reset();
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CurrentDamage = 0.f;
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}
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/**
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* Return the version number for this class. Child classes should increment this method by calling Super then adding
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* a individual class version to the result. When a class is first created, the number should be 0; each time one of the
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* link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of
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* Super.GetObjClassVersion() should be incremented by 1.
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*
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* @return the version number for this specific class.
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*/
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static event int GetObjClassVersion()
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{
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return Super.GetObjClassVersion() + 2;
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}
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event Toggled()
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{
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if (bResetDamageOnToggle)
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{
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CurrentDamage = 0.f;
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}
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Super.Toggled();
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}
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cpptext
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{
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#if WITH_EDITOR
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// Gives op a chance to add realtime debugging information (when enabled)
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virtual void GetRealtimeComments(TArray<FString> &OutComments);
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#endif
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}
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defaultproperties
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{
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ObjName="Take Damage"
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ObjCategory="Actor"
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DamageThreshold=100.f
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VariableLinks(1)=(ExpectedType=class'SeqVar_Float',LinkDesc="Damage Taken",bWriteable=true)
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bResetDamageOnToggle=TRUE
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}
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