55 lines
1.5 KiB
Ucode
55 lines
1.5 KiB
Ucode
/**
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* These are useful when you have a space that wasn't explored by a pylon but it safely enclosed in the pylon
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* (e.g. a ledge that a mantle check didn't explore properly but should be able to have jump down edges) but you don't
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* feel it's necessary to add a whole new pylon/navmesh/heavyweight thing it's just an exploration hint for the path generator
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* or mesh generator
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*
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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 PylonSeed extends Actor
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placeable
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native(AI)
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implements(Interface_NavMeshPathObject)
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ClassGroup(Navigation);
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cpptext
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{
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virtual UBOOL Supports( const FNavMeshPathParams& PathParams,
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FNavMeshPolyBase* CurPoly,
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FNavMeshPathObjectEdge* Edge,
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FNavMeshEdgeBase* PredecessorEdge)
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{
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return FALSE;
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}
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virtual void AddAuxSeedPoints( APylon* Py )
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{
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if (Py != NULL && Py->IsPtWithinExpansionBounds(Location,50.f))
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{
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Py->NextPassSeedList.AddItem(Location);
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}
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}
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}
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defaultproperties
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{
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Begin Object Class=CylinderComponent Name=CollisionCylinder LegacyClassName=NavigationPoint_NavigationPointCylinderComponent_Class
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CollisionRadius=+0050.000000
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CollisionHeight=+0050.000000
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End Object
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CollisionComponent=CollisionCylinder
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Components.Add(CollisionCylinder)
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bCollideActors=FALSE
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Begin Object Class=SpriteComponent Name=Sprite
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Sprite=Texture2D'EditorResources.S_NavP'
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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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SpriteCategoryName="Navigation"
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End Object
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Components.Add(Sprite)
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}
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