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//============================================================================= // SceneManager // // Manages a matinee scene. Contains a list of action items that will // be played out in order. //============================================================================= class SceneManager extends Info placeable native; #exec Texture Import File=Textures\SceneManager.pcx Name=S_SceneManager Mips=Off // Graphics for UI #exec Texture Import File=Textures\S_MatineeIP.pcx Name=S_MatineeIP Mips=Off MASKED=1 #exec Texture Import File=Textures\S_MatineeIPSel.pcx Name=S_MatineeIPSel Mips=Off MASKED=1 #exec Texture Import File=Textures\S_MatineeTimeMarker.pcx Name=S_MatineeTimeMarker Mips=Off MASKED=1 #exec Texture Import File=Textures\ActionCamMove.pcx Name=S_ActionCamMove Mips=Off #exec Texture Import File=Textures\ActionCamPause.pcx Name=S_ActionCamPause Mips=Off #exec Texture Import File=Textures\PathLinear.pcx Name=S_PathLinear Mips=Off MASKED=1 #exec Texture Import File=Textures\PathBezier.pcx Name=S_PathBezier Mips=Off MASKED=1 #exec Texture Import File=Textures\S_BezierHandle.pcx Name=S_BezierHandle Mips=Off MASKED=1 #exec Texture Import File=Textures\SubActionIndicator.pcx Name=SubActionIndicator Mips=Off MASKED=1 struct Orientation { var() ECamOrientation CamOrientation; var() actor LookAt; var() float EaseIntime; var() int bReversePitch; var() int bReverseYaw; var() int bReverseRoll; var int MA; var float PctInStart, PctInEnd, PctInDuration; var rotator StartingRotation; }; // Exposed vars var() export editinline array<MatAction> Actions; var() config enum EAffect { AFFECT_ViewportCamera, AFFECT_Actor, } Affect; var() Actor AffectedActor; // The name of the actor which will follow the matinee path (if Affect==AFFECT_Actor) var() bool bLooping; // If this is TRUE, the path will looping endlessly var() bool bCinematicView; // Should the screen go into letterbox mode when playing this scene? var() name SceneEndedPlayerFocusTag;//NEW (mdf) tag of actor player should be looking at when cutscene ends var() bool PawnPhysics; //NEW (PWC) 2002.9.21 setting this to true when in AFFECT_Actor causes the pawn to be shootable var float OldFallingMaxVelocityZ; //NEW (PWC) 2002.9.21 if using AFFECT_Actor used to restore the pawn's falling speed after scene ends var bool OldbIgnoreImpactForces; //NEW (PWC) 2002.10.4 if using AFFECT_Actor used to restore the pawn's bIgnoreImpactForces after scene ends var EPhysics OldPhysics; //NEW (PWC) 2002.10.4 if using AFFECT_Actor used to restore the pawn's physics after scene ends // These vars are set by the SceneManager in it's Tick event. Don't mess with them directly. var /*transient*/ float PctSceneComplete; // How much of the scene has finished running var /*transient*/ mataction CurrentAction; // The currently executing action var /*transient*/ float SceneSpeed; var /*transient*/ float TotalSceneTime; // The total time the scene will take to run (in seconds) var /*transient*/ Actor Viewer; // The actor viewing this scene (the one being affected by the actions) var /*transient*/ Pawn OldPawn; // The pawn we need to repossess when scene is over var /*transient*/ bool bIsRunning; // If TRUE, this scene is executing. var /*transient*/ bool bIsSceneStarted; // If TRUE, the scene has been initialized and is running var /*transient*/ float CurrentTime; // Keeps track of the current time using the DeltaTime passed to Tick var /*transient*/ array<vector> SampleLocations; // Sampled locations for camera movement var /*transient*/ array<MatSubAction> SubActions; // The list of sub actions which will execute during this scene var /*transient*/ Orientation CamOrientation; // The current camera orientation var /*transient*/ Orientation PrevOrientation; // The previous orientation that was set // Native functions native function float GetTotalSceneTime(); simulated event BeginPlay() { Super.BeginPlay(); if( Affect == AFFECT_Actor && AffectedActor == None ) log( "SceneManager : Affected actor is NULL!" ); // // Misc set up // TotalSceneTime = GetTotalSceneTime(); bIsRunning = false; bIsSceneStarted = false; } //NEW (mdf) function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD function Trigger( Actor Other, Pawn EventInstigator ) */ { bIsRunning = true; bIsSceneStarted = false; Disable( 'Trigger' ); } //NEW (arl) TriggerToggle matinee support. state() TriggerToggle { function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { if( !bIsRunning ) { bIsRunning = true; bIsSceneStarted = false; } else { StopScene(); } } } //OLD // Events event SceneStarted() // Called from C++ when the scene starts. { local Controller P; // Figure out who our viewer is. Viewer = None; if( Affect==AFFECT_Actor ) Viewer = AffectedActor; else { for( P = Level.ControllerList ; P != None ; P = P.nextController ) //NEW (arl) -- fix for crash if cutscene is started while player is in a cutscene (or for some other reason has no pawn at the time). if( PlayerController(P)? && PlayerController(P).Player? ) /*OLD if( P.IsA('PlayerController') && (P.Pawn != None) ) */ { Viewer = P; OldPawn = PlayerController(Viewer).Pawn; OldPawn.Velocity = vect(0,0,0); OldPawn.Acceleration = vect(0,0,0); OldPawn.bPhysicsAnimUpdate = false; OldPawn.StopAnimating(); OldPawn.bHidden = true; //NEW (mwp) hide the player's pawn Level.Game.NotifyCutSceneStart(); //NEW (mib) allows game to hide HUD, etc. //NEW (mdf) matinee fixes PlayerController(Viewer).UnPossessMatinee(); /*OLD PlayerController(Viewer).UnPossess(); */ PlayerController(Viewer).StartInterpolation(); PlayerController(Viewer).MyHud.bHideHUD = true; break; } } // PWC 2002.9.21 set up a controlled pawn to behave properly on matinee path if (PawnPhysics && Affect==AFFECT_Actor) { OldPhysics=AffectedActor.Physics; Viewer.SetPhysics(PHYS_None); OldbIgnoreImpactForces=AffectedActor.bIgnoreImpactForces; Viewer.bIgnoreImpactForces=true; OldFallingMaxVelocityZ = AffectedActor.FallingMaxVelocityZ; Viewer.FallingMaxVelocityZ=0; } else Viewer.SetCollision(False, False, False); } event SceneEnded() // Called from C++ when the scene ends. { local Actor SceneEndedPlayerFocusActor; //NEW (mdf) local bool bFocusActorFound; bIsSceneStarted = false; //PWC 2002.9.21 restore controlled pawn to a normal state if (PawnPhysics && Affect==AFFECT_Actor) { Viewer.SetPhysics(OldPhysics); Viewer.bIgnoreImpactForces=OldbIgnoreImpactForces; AffectedActor.FallingMaxVelocityZ = OldFallingMaxVelocityZ; } if( Affect==AFFECT_ViewportCamera ) { //!!MWP (mdf) afaik we aren't using bPhysicsAnimUpdate and setting it to true could lead to unnecessary overhead //OldPawn.bPhysicsAnimUpdate = true; OldPawn.bHidden = false; //NEW (mwp) unhide the player's pawn Level.Game.NotifyCutSceneEnd(); //NEW (mib) allows game to retore HUD, etc. //NEW (mdf) matinee fixes PlayerController(Viewer).PossessMatinee( OldPawn ); /*OLD PlayerController(Viewer).Possess( OldPawn ); */ PlayerController(Viewer).bInterpolating = false; PlayerController(Viewer).MyHud.bHideHUD = false; //NEW (mdf) if( SceneEndedPlayerFocusTag != '' && OldPawn != None ) { foreach AllActors( class'Actor', SceneEndedPlayerFocusActor, SceneEndedPlayerFocusTag ) { PlayerController(Viewer).SetRotation( rotator( SceneEndedPlayerFocusActor.Location - OldPawn.Location ) ); OldPawn.SetRotation( PlayerController(Viewer).Rotation ); bFocusActorFound=True; } if( !bFocusActorFound ) DM( "WARNING: couldn't find tag for SceneEndedPlayerFocusActor: " $ SceneEndedPlayerFocusTag ); } //OLD } TriggerEvent(Event, Self, None); // so that other actors can respond the end of a matinee scene Enable( 'Trigger' ); } //NEW (mdf) hack to skip to end of scene (WARNING: this will skip all events etc.) function StopScene() { CurrentTime = TotalSceneTime+0.01; } //END defaultproperties { SceneSpeed=1.000000 Texture=Texture'Engine.S_SceneManager' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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