76 lines
2.2 KiB
Ucode
76 lines
2.2 KiB
Ucode
/**
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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 UDKVehicleWheel extends SVehicleWheel
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native;
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/** if set, this wheel should use material specific effects defined by the UDKVehicle that owns it */
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var bool bUseMaterialSpecificEffects;
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/** old particle component left when switching materials so that it doesn't get abruptly cut off */
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var ParticleSystemComponent OldWheelParticleComp;
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/** if non-zero, only activate the wheel effect when SpinVel's sign is the same as this property */
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var float EffectDesiredSpinDir;
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/** If true, when vehicle dies, turn off this wheel. */
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var bool bDisableWheelOnDeath;
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/**
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* Called to update wheel particle effect if bUseMaterialSpecificEffects=true and material being driven on changes.
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* Passed in NewTemplate is selected from the OwnerVehicle's WheelParticleEffects array
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*/
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event SetParticleEffect(UDKVehicle OwnerVehicle, ParticleSystem NewTemplate)
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{
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// if another old component is still playing, its time to die is up, kill it
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if (OldWheelParticleComp != None)
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{
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OwnerVehicle.DetachComponent(OldWheelParticleComp);
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}
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// copy the current component
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OldWheelParticleComp = WheelParticleComp;
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WheelParticleComp = new(self) WheelPSCClass(OldWheelParticleComp);
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// set the particle effect on the new component and attach it
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WheelParticleComp.SetTemplate(NewTemplate);
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OwnerVehicle.AttachComponent(WheelParticleComp);
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// set the old one to die out and notify us when it does
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if (OldWheelParticleComp.Template == None)
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{
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OwnerVehicle.DetachComponent(OldWheelParticleComp);
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OldWheelParticleComp = None;
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}
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else
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{
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OldWheelParticleComp.OnSystemFinished = OldEffectFinished;
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OldWheelParticleComp.DeactivateSystem();
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}
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}
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/**
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* Called when OldWheelParticleComponent is finished
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*/
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function OldEffectFinished(ParticleSystemComponent PSystem)
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{
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PSystem.Owner.DetachComponent(PSystem);
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if (PSystem == OldWheelParticleComp)
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{
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OldWheelParticleComp = None;
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}
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}
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cpptext
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{
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/** @return whether this wheel should have a particle component attached to it */
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virtual UBOOL WantsParticleComponent();
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}
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defaultproperties
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{
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WheelPSCClass=class'UDKParticleSystemComponent'
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bCollidesPawns=TRUE
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}
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