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Engine.WaveGenerator


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//=============================================================================
// $Author: Mfox $
// $Date: 6/25/02 11:36p $
// $Revision: 3 $
//=============================================================================

//------------------------------------------------------------------------------
// Name:	WaveGenerator.uc
// Author:	Aaron R Leiby
// Date:	18 January 2000
//------------------------------------------------------------------------------
// Description:	Used to generate a pond ripple effect on WavyMeshes.
//------------------------------------------------------------------------------
// How to use this class:
//
// + Place in the Level relative to the WavyMesh you wish to effect.
//   (Note: Z position is ignored since WavyMeshes are assumed to be horizontal.
//
// + Set the Event of the WaveGenerator to the Tag of the WavyMesh you wish
//   to effect.  (If none is set, then it will effect all WavyMeshes within
//   its Visibility extents (VisibliltyHeight/VisibilityRadius).
//
// + Hook a trigger to it by setting the Event of a Trigger to the Tag of the
//   WaveGenerator.
//
// + Set the WaveGenerator's InitialState to TriggerToggle, TriggerControl or
//   TriggerTimed.  (If TriggerTimed, make sure to set the time interval.)
//
// + Set bInitially on as desired.
//
// + Set Rate, Magnitude and Wavelength as desired.
//
// + Set MaxRadius if radial falloff is desired.
//------------------------------------------------------------------------------

class WaveGenerator extends Actor
	native;

///////////
// Shape //
///////////
/*
var() public vector Epicenter;	(use Location instead)
*/
var() public  float Rate;			// How fast this wave oscillates (number of crests per second).
var   private float Theta;			// Maintained in C++.

var() public  float Magnitude;		// Height of each crest (additive to existing vertex magnitude).

var() public  float Wavelength;		// Distance between crests.

var() public  float FadeTime;		// Amount of time it takes to fade away after we stop oscillating.
var   private float FadeTimer;		// Maintained in C++.

var() public  float MaxRadius;		// How far the waves will propogate from the epicenter.  
									// Note: This is optional.  If set to some value greater than zero, falloff will be calculated.
////////////
// Status //
////////////

var() public  bool  bInitiallyOn;
var() public  bool  bOn;
var   private bool  bPrevOn;		// Maintained in C++.

///////////////////
// Timer support //
///////////////////

var() public  float TimerDuration;
var   private float InternalTimer;	// Maintained in C++.

////////////////////
// Initialization //
////////////////////

//------------------------------------------------------------------------------
simulated event PreBeginPlay()
{
	Super.PreBeginPlay();
	bOn = bInitiallyOn;
}

////////////////////////
// Trigger interfaces //
////////////////////////

//------------------------------------------------------------------------------
// Toggles us on and off when triggered.
//------------------------------------------------------------------------------
simulated state() TriggerToggle
{
	//NEW (mdf)
	simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName )
	/*OLD
	simulated function Trigger( Actor Other, Pawn EventInstigator )
	*/
	{
		bOn = !bOn;
	}
}

//------------------------------------------------------------------------------
// Toggled when Triggered.
// Toggled back to initial state when UnTriggered.
//------------------------------------------------------------------------------
simulated state() TriggerControl
{
	//NEW (mdf)
	simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName )
	/*OLD
	simulated function Trigger( Actor Other, Pawn EventInstigator )
	*/
	{
		bOn = !bInitiallyOn;
	}

	//NEW (mdf)
	simulated function UnTrigger( Actor Other, Pawn EventInstigator, optional name EventName )
	/*OLD
	simulated function UnTrigger( Actor Other, Pawn EventInstigator )
	*/
	{
		bOn = bInitiallyOn;
	}
}

//------------------------------------------------------------------------------
// Toggled when triggered.
// Toggled back to initial state after TimerDuration seconds.
//------------------------------------------------------------------------------
simulated state() TriggerTimed
{
	//NEW (mdf)
	simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName )
	/*OLD
	simulated function Trigger( Actor Other, Pawn EventInstigator )
	*/
	{
		bOn = !bInitiallyOn;
		InternalTimer = TimerDuration;
	}
}

defaultproperties
{
	Rate=2.000000
	Magnitude=16.000000
	Wavelength=48.000000
	FadeTime=3.000000
	TimerDuration=3.000000
	InitialState='TriggerTimed'
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Class file time: sk 3-1-2016 10:38:40.000 - Creation time: sk 3-1-2016 10:48:43.806 - Created with UnCodeX