50 lines
1.6 KiB
Ucode
50 lines
1.6 KiB
Ucode
//=============================================================================
|
|
// KFVolume_CameraFade
|
|
//=============================================================================
|
|
// Volume that can be used to trigger client camera fades, rather than using
|
|
// a more complicated Kismet setup.
|
|
//=============================================================================
|
|
// Killing Floor 2
|
|
// Copyright (C) 2017 Tripwire Interactive LLC
|
|
// - Dan Weiss
|
|
//=============================================================================
|
|
|
|
class KFVolume_CameraFade extends Volume
|
|
placeable;
|
|
|
|
/** Opacity at the start and end of the fade process */
|
|
var() float FadeOpacityStart<ClampMin = 0.0 | ClampMax = 1.0>;
|
|
var() float FadeOpacityEnd<ClampMin = 0.0 | ClampMax = 1.0>;
|
|
|
|
/** Time to use to achieve the fade */
|
|
var() float FadeTime;
|
|
|
|
simulated event Touch(Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal)
|
|
{
|
|
local Pawn OtherPawn;
|
|
local KFPlayerController KFPC;
|
|
|
|
OtherPawn = Pawn(Other);
|
|
if (OtherPawn != none)
|
|
{
|
|
KFPC = KFPlayerController(OtherPawn.Controller);
|
|
if (KFPC != none && KFPC.IsLocalController())
|
|
{
|
|
if (KFPC.PlayerCamera != none && KFPC.PlayerCamera.FadeAmount == FadeOpacityEnd)
|
|
{
|
|
return;
|
|
}
|
|
KFPC.ClientSetCameraFade(true, MakeColor(0, 0, 0, 255), vect2d(FadeOpacityStart, FadeOpacityEnd), FadeTime);
|
|
}
|
|
}
|
|
}
|
|
|
|
defaultproperties
|
|
{
|
|
bCollideActors = true
|
|
SupportedEvents.Empty
|
|
|
|
FadeOpacityStart=0.0
|
|
FadeOpacityEnd=0.0
|
|
FadeTime=0.5
|
|
} |