120 lines
3.4 KiB
Ucode
120 lines
3.4 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class UDKPickupFactory extends PickupFactory
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abstract
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native
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nativereplication
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hidecategories(Display,Collision,PickupFactory);
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var repnotify bool bIsRespawning;
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/** When set to true, this base will begin pulsing its emissive */
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var repnotify bool bPulseBase;
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/** In disabled state */
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var repnotify bool bIsDisabled;
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/** pickup base mesh */
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var transient StaticMeshComponent BaseMesh;
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/** Used to pulse the emissive on the base */
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var MaterialInstanceConstant BaseMaterialInstance;
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/** The baseline material colors */
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var LinearColor BaseBrightEmissive; // When the pickup is on the base
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var LinearColor BaseDimEmissive; // When the pickup isn't on the base
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/** How fast does the base pulse */
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var float BasePulseRate;
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/** How much time left in the current pulse */
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var float BasePulseTime;
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/** This pickup base will begin pulsing when there are PulseThreshold seconds left before respawn. */
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var float PulseThreshold;
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/** The TargetEmissive Color */
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var LinearColor BaseTargetEmissive;
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var LinearColor BaseEmissive;
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/** This material instance parameter for adjusting the emissive */
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var name BaseMaterialParamName;
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var bool bFloatingPickup; // if true, the pickup mesh floats (bobs) slightly
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var bool bRandomStart; // if true, this pickup will start at a random height
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var float BobTimer; // Tracks the bob time. Used to create the position
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var float BobOffset; // How far to bob. It will go from +/- this number
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var float BobSpeed; // How fast should it bob
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var float BobBaseOffset; // The base offset (Translation.Y) cached
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var bool bRotatingPickup; // if true, the pickup mesh rotates
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var float YawRotationRate;
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/** whether this pickup is updating */
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var bool bUpdatingPickup;
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/** Translation of pivot point */
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var vector PivotTranslation;
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/** Determines whether this pickup fades in or not when respawning. */
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var bool bDoVisibilityFadeIn;
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var name VisibilityParamName;
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/** holds the pickups material so parameters can be set **/
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var MaterialInstanceConstant MIC_Visibility;
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/** holds the pickups 2nd material so parameters can be set **/
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var MaterialInstanceConstant MIC_VisibilitySecondMaterial;
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/** the glowing effect that comes from the base on spawn. */
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var ParticleSystemComponent Glow;
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var name GlowEmissiveParam;
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/** extra spinning component (rotated in C++ when visible) */
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var PrimitiveComponent Spinner;
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/** spinning particles (rotated in C++ when visible) */
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var UDKParticleSystemComponent SpinningParticleEffects;
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cpptext
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{
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virtual void TickSpecial( FLOAT DeltaSeconds );
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virtual void PostEditMove(UBOOL bFinished);
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virtual void Spawned();
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INT* GetOptimizedRepList( BYTE* InDefault, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel );
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}
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replication
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{
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if ( bNetDirty && (Role == Role_Authority) )
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bPulseBase,bIsRespawning;
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if (bNetInitial && ROLE==ROLE_Authority )
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bIsDisabled;
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}
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/**
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* Make pickup mesh and associated effects visible.
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*/
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simulated function SetPickupVisible()
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{
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if(SpinningParticleEffects != none)
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{
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SpinningParticleEffects.SetActive(true);
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}
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super.SetPickupVisible();
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}
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/**
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* Make pickup mesh and associated effects hidden.
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*/
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simulated function SetPickupHidden()
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{
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if(SpinningParticleEffects != none)
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SpinningParticleEffects.DeactivateSystem();
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super.SetPickupHidden();
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}
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