75 lines
2.1 KiB
Ucode
75 lines
2.1 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 UDKVehicleSimHoverboard extends SVehicleSimBase
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native;
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var() float MaxThrustForce;
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var() float MaxReverseForce;
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var() float MaxReverseVelocity;
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var() float LongDamping;
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var() float MaxStrafeForce;
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var() float LatDamping;
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var() float MaxRiseForce;
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var() float TurnTorqueFactor;
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var() float SpinTurnTorqueScale;
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var() float MaxTurnTorque;
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var() InterpCurveFloat TurnDampingSpeedFunc;
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/** Set to true when hoverboard is over deep water and is not receiving any thrust. */
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var bool bIsOverDeepWater;
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var() float StopThreshold;
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// WaterCheckLevel is the distance to trace down to determine if water is too deep to travel over
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var() float WaterCheckLevel;
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/** Cue played when over water. */
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var SoundCue OverWaterSound;
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var transient vector GroundNormal;
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var float TakeoffYaw;
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var float TrickJumpWarmup;
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var float SpinHeadingOffset;
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var float AutoSpin;
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var bool bInAJump; // True when in-air as the result of a jump
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var bool bLeftGround;
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var() float SpinSpeed;
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var float LandedCountdown;
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/** Current offset applied to look direction for board */
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var float CurrentSteerOffset;
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/** Using strafe keys adds this offset to current look direction. */
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var() float HoverboardSlalomMaxAngle;
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/** How quickly the 'slalom' offset can change (controlled by strafe) */
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var() float SlalomSpeed;
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/** The current angle (in radians) between the way the board is pointing and the way the player is looking. */
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var transient float CurrentLookYaw;
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cpptext
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{
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virtual void ProcessCarInput(ASVehicle* Vehicle);
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virtual void UpdateVehicle(ASVehicle* Vehicle, FLOAT DeltaTime);
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FLOAT GetEngineOutput(ASVehicle* Vehicle);
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}
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native function InitWheels(UDKVehicle Vehicle);
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native function UpdateLeanConstraint( RB_ConstraintInstance LeanUprightConstraintInstance, vector LeanY, vector LeanZ);
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defaultproperties
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{
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WaterCheckLevel=110.0
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SpinSpeed=11.0
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HoverboardSlalomMaxAngle=45
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SlalomSpeed=5.0
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}
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