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//------------------------------------------------------------------------------ // ActorRotator.uc // $Author: Mfox $ // $Date: 4/30/02 12:22p $ // $Revision: 3 $ // // Description: Used to rotate any actor or set of actors in a given level // using the specified parameters. //------------------------------------------------------------------------------ // How to use this class (from UnrealEd): // // + Place in level. // + Link to desired Actors in level via Tag and Event. // (Set Event on the ActorRotator, and match the Tag on the desired Actors // with that Event.) // + Set parameters as desired. // - Radius, RotationRate and Height are self explanitory. // - ShiftRates are how fast the above variables change. // At any given moment, an ActorRotator has a Current and Next version // of the above variables. The current version of the variable is changed // at the rate defined by its respective ShiftRate until it reaches its // respective Next version of the variable. Once it reaches this Next // version of the variable, a new Next version of the variable is calculated. // This continues indefinately. // - Set bUpdateActorRotation to false if you would rather have the Actor(s) // be responsible for updating their own rotation. // Example: Attaching a ParticleSprayer whose physics are set to PHYS_Rotating. // - ActorRotationOffset is used to correctly align a model so it appears to // always be facing forward. This is only used when bUpdateActorRotation // is set to True. // Example: You want to use a bird mesh, but when you see it in the game, // it is always facing out from the center instead of in the direction it // is moving. In this case you would simply set ActorRotationOffset.Yaw // to 90 degrees. // - Note of interest: If you set MinRotationRate to a negative number, the // Actor(s) will eventually slow down and change rotation direction. When the // rotation direction changes the Actor will also be flipped to maintain // correct orientation. This is only done when bUpdateActorRotation is // set to True. // - Important note: ActorRotators will not rotate Actors whose Tag matches // its own tag. This prevents ActorRotators from rotating themselves and // any other ActorRotators it creates in the process. This is only relevant // for ActorRotators whose Tag matches its own Event. // - Use bLongDistance if you are going to use a lot of these in a level. // This will only use a single ActorRotator to rotate all the attached // Actors. This means that they will all be perfectly in sync with each // other, but still totally random within the restraints of the set parameters. // The attached Actor(s) will be rotated about their initial location rather // than the location of the ActorRotator itself. // //------------------------------------------------------------------------------ // How to use this class (from UnrealScript): // // + Spawn. // + Set MyActor; // + Set desired parameters as described above. // + Call Initialize(); //------------------------------------------------------------------------------ class ActorRotator extends Actor placeable native; var() bool bLongDistance; // Sync all connected actors, and use their respective // initial locations as their origin of rotation. var() bool bUpdateActorRotation; var() rotator ActorRotationOffset; // Offset from default. -- Default: X-axis is in alignment with velocity of the actor. var() bool bFaceIn; var() bool bFaceOut; var() float MinRadius; // Distance from origin. var() float MaxRadius; var() float RadiusShiftRate; // How fast we change our radius. var() bool bBounceRadius; // NextRadius flips from MaxHeight to MinHeight. Never in between. var float CurrentRadius; var float NextRadius; var() float MinRotationRate; // Used to calculate roll. var() float MaxRotationRate; var() float RotationShiftRate; // How fast we change our rotation rate. var() bool bBounceRotationRate; // NextRotationRate flips from MaxHeight to MinHeight. Never in between. var float CurrentRotationRate; var float NextRotationRate; var float FRoll; var() float MaxHeight; // Relative to rotation. var() float MinHeight; var() float HeightShiftRate; // How fast we change our height. var() bool bBounceHeight; // NextHeight flips from MaxHeight to MinHeight. Never in between. var float CurrentHeight; var float NextHeight; var() class<ActorRotator> ActorRotatorClass; var Actor MyActor; var Actor MyActors[256]; var vector ActorOrigins[256]; //////////////////// // Initialization // //////////////////// //------------------------------------------------------------------------------ simulated event BeginPlay() { Super.BeginPlay(); // If this object was placed in a level via UnrealEd and its Event was // set, this will find the first actor with a matching tag and initilize // us. Then it will proceed to find the rest of the actors with matching // tags. For each of these additional actors, a new ActorRotator will be // created (at which point GetActor() will return without doing anything // because its Event won't be set), all of this object's variables will // will be copied over to the new object, the additional actor will be // assigned to it, and it will be initialized. GetActor(); } //------------------------------------------------------------------------------ simulated function Initialize() { CurrentRadius = RandRange( MinRadius, MaxRadius ); CurrentRotationRate = RandRange( MinRotationRate, MaxRotationRate ); CurrentHeight = RandRange( MinHeight, MaxHeight ); CalcNextRadius(); CalcNextRotationRate(); CalcNextHeight(); // Randomize initial rotation. FRoll = 0xFFFF * FRand(); } ////////////////////////// // Engine notifications // ////////////////////////// /* -- Moved to C++ (EARI) //------------------------------------------------------------------------------ simulated event Tick( float DeltaTime ) { local rotator Rot; local vector X, Y, Z, Offset; local int i; Super.Tick( DeltaTime ); // Fail if we don't have an Actor to work with. if( MyActor == None ) { return; } // Update modifiers. UpdateRadius( DeltaTime ); UpdateRotationRate( DeltaTime ); UpdateHeight( DeltaTime ); // Update rotation. Rot = Rotation; FRoll += CurrentRotationRate * DeltaTime; Rot.Roll = int(FRoll) & 0xFFFF; // Keep in range. SetRotation( Rot ); // Update MyActor's position. GetAxes( Rotation, X, Y, Z ); Offset = CurrentHeight*X + CurrentRadius*Y; if( !bLongDistance ) { MyActor.SetLocation( Location + Offset ); } else { for( i = 0; i < ArrayCount(MyActors) && MyActors[i] != None; i++ ) { MyActors[i].SetLocation( ActorOrigins[i] + Offset ); } } // Update MyActor's orientation. if( bFaceIn ) { MyActor.SetRotation( rotator((Location + CurrentHeight*X) - MyActor.Location) ); } else if( bFaceOut ) { MyActor.SetRotation( rotator(MyActor.Location - (Location + CurrentHeight*X)) ); } else if( bUpdateActorRotation ) { if( CurrentRotationRate > 0 ) Rot = rotator(-Z) + ActorRotationOffset; else Rot = rotator(Z) + ActorRotationOffset; if( !bLongDistance ) { MyActor.SetRotation( Rot ); } else { for( i = 0; i < ArrayCount(MyActors) && MyActors[i] != None; i++ ) { MyActors[i].SetRotation( Rot ); } } } } */ ////////////////////// // Helper functions // ////////////////////// //------------------------------------------------------------------------------ // Searches for all the actors with matching tags, links up with the first // one, and creates copies for all the rest. //------------------------------------------------------------------------------ simulated function GetActor() { local Actor IterA; local ActorRotator AR; local int i; if( Event != '' ) { foreach AllActors( class'Actor', IterA, Event ) { if( IterA.Tag == Tag ) { // Don't rotate objects whose tag matches our own. // This includes ourself and any ActorRotators we create. } else if( bLongDistance ) { if( i >= ArrayCount(MyActors) ) { warn( "Maximum number of Actors exceeded. ("$ArrayCount(MyActors)$") -- Continuing without errors. Excess Actors will not be rotated." ); break; } MyActors[i] = IterA; ActorOrigins[i] = IterA.Location; i++; } else if( MyActor == None ) { MyActor = IterA; Initialize(); } else { AR = Spawn( ActorRotatorClass, Owner, Tag, Location, Rotation ); AR.Copy( Self ); AR.MyActor = IterA; AR.Initialize(); } } // Clean out rest of array and initalize rest of vars. if( bLongDistance ) { while( i < ArrayCount(MyActors) ) { MyActors[i++] = None; } Initialize(); } } } //------------------------------------------------------------------------------ simulated function Copy( ActorRotator Template ) { // Fix ARL: Just use SpawnTemplate instead? // (but make sure certain variables get reset correctly.) // bLongDistance = Template.bLongDistance; bUpdateActorRotation = Template.bUpdateActorRotation; ActorRotationOffset = Template.ActorRotationOffset; bFaceIn = Template.bFaceIn; bFaceOut = Template.bFaceOut; MinRadius = Template.MinRadius; MaxRadius = Template.MaxRadius; RadiusShiftRate = Template.RadiusShiftRate; bBounceRadius = Template.bBounceRadius; CurrentRadius = Template.CurrentRadius; NextRadius = Template.NextRadius; MinRotationRate = Template.MinRotationRate; MaxRotationRate = Template.MaxRotationRate; RotationShiftRate = Template.RotationShiftRate; bBounceRotationRate = Template.bBounceRotationRate; CurrentRotationRate = Template.CurrentRotationRate; NextRotationRate = Template.NextRotationRate; // FRoll = Template.FRoll; MaxHeight = Template.MaxHeight; MinHeight = Template.MinHeight; HeightShiftRate = Template.HeightShiftRate; bBounceHeight = Template.bBounceHeight; CurrentHeight = Template.CurrentHeight; NextHeight = Template.NextHeight; // ActorRotatorClass = Template.ActorRotatorClass; VisibilityRadius = Template.VisibilityRadius; VisibilityHeight = Template.VisibilityHeight; MyActor = Template.MyActor; bHidden = Template.bHidden; SetPhysics ( Template.Physics ); bFixedRotationDir = Template.bFixedRotationDir; RotationRate = Template.RotationRate; SetBase ( Template.Base ); AttachTag = Template.AttachTag; Tag = Template.Tag; } ///////////// // Natives // ///////////// native(1010) final function Update( float DeltaTime ); native(1011) final function UpdateRadius( float DeltaTime ); native(1012) final function UpdateRotationRate( float DeltaTime ); native(1013) final function UpdateHeight( float DeltaTime ); native(1014) final function CalcNextRadius(); native(1015) final function CalcNextRotationRate(); native(1016) final function CalcNextHeight(); /* -- Moved to C++ (EARI) //------------------------------------------------------------------------------ simulated function UpdateRadius( float DeltaTime ) { if( CurrentRadius < NextRadius ) { CurrentRadius += RadiusShiftRate * DeltaTime; if( CurrentRadius >= NextRadius ) { CalcNextRadius(); } } else { CurrentRadius -= RadiusShiftRate * DeltaTime; if( CurrentRadius <= NextRadius ) { CalcNextRadius(); } } } //------------------------------------------------------------------------------ simulated function UpdateRotationRate( float DeltaTime ) { if( CurrentRotationRate < NextRotationRate ) { CurrentRotationRate += RotationShiftRate * DeltaTime; if( CurrentRotationRate >= NextRotationRate ) { CalcNextRotationRate(); } } else { CurrentRotationRate -= RotationShiftRate * DeltaTime; if( CurrentRotationRate <= NextRotationRate ) { CalcNextRotationRate(); } } } //------------------------------------------------------------------------------ simulated function UpdateHeight( float DeltaTime ) { if( CurrentHeight < NextHeight ) { CurrentHeight += HeightShiftRate * DeltaTime; if( CurrentHeight >= NextHeight ) { CalcNextHeight(); } } else { CurrentHeight -= HeightShiftRate * DeltaTime; if( CurrentHeight <= NextHeight ) { CalcNextHeight(); } } } //------------------------------------------------------------------------------ simulated function CalcNextRadius() { if( bBounceRadius ) { if( NextRadius == MinRadius ) NextRadius = MaxRadius; else NextRadius = MinRadius; } else { NextRadius = RandRange( MinRadius, MaxRadius ); } } //------------------------------------------------------------------------------ simulated function CalcNextRotationRate() { if( bBounceRotationRate ) { if( NextRotationRate == MinRotationRate ) NextRotationRate = MaxRotationRate; else NextRotationRate = MinRotationRate; } else { NextRotationRate = RandRange( MinRotationRate, MaxRotationRate ); } } //------------------------------------------------------------------------------ simulated function CalcNextHeight() { if( bBounceHeight ) { if( NextHeight == MinHeight ) NextHeight = MaxHeight; else NextHeight = MinHeight; } else { NextHeight = RandRange( MinHeight, MaxHeight ); } } */ defaultproperties { bUpdateActorRotation=true ActorRotatorClass=Class'Legend.ActorRotator' RemoteRole=ROLE_None VisibilityRadius=5000.000000 VisibilityHeight=5000.000000 bMustFace=false bDirectional=true RenderIteratorClass=Class'Legend.ActorRotatorRI' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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