Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 |
//============================================================================= // $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" } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |