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//============================================================================= // $Author: Mfox $ // $Date: 8/20/02 3:42p $ // $Revision: 10 $ //============================================================================= //------------------------------------------------------------------------------ // Name: AttachTrigger.uc // Author: Aaron R Leiby // Date: 17 Feb 2002 //------------------------------------------------------------------------------ // Description: Used to attach actors to actors (like attaching a particle // system to a player when he enters/leaves a zone. //------------------------------------------------------------------------------ // How to use this class: //------------------------------------------------------------------------------ class AttachTrigger extends Triggers; var() float TimerDuration; enum EAttachMode { AM_Player, // the player character. AM_Other, // the trigger other. AM_Instigator, // the trigger instigator. AM_Tag, // tag of any actor. }; /* -- how would you know which actor to destroy on detach? var() class<Actor> Attach_Instance; // type of actor to create and attach. */ var() Actor Attach_Actor; // actor to attach. var() vector Attach_Offset; // attachment offset relative to player. var() vector Attach_PostOffset; // offset from Attach_Offset. var() EAttachMode Attach_Mode; // mode for choosing what to attach to. var() name Attach_Class; // filter class for source/dest/other/instigator attachment. var() name Attach_Tag; // tag of actor to attach to. var Actor Attach_Target; // actor we are currently attached to. var() bool bRelativeRotation; var() bool bRelativeViewRotation; var() bool bPostRelativeRotation; var() bool bPostRelativeViewRotation; //------------------------------------------------------------------------------ function AttachActor( optional Actor Other, optional Pawn Instigator ) { local Controller C; local Actor A; //DMN("AttachActor: Attach_Mode="$Attach_Mode$" Other="$Other$" Instigator="$Instigator); switch(Attach_Mode) { case AM_Player: for(C=Level.ControllerList;C!=None;C=C.nextController) if(PlayerController(C)!=None && PlayerController(C).Player!=None) DoAttachActor(C); break; case AM_Other: if(Other.IsA(Attach_Class)) DoAttachActor(Other); break; case AM_Instigator: if(Instigator.IsA(Attach_Class)) DoAttachActor(Instigator); break; case AM_Tag: foreach AllActors(class'Actor',A,Attach_Tag) DoAttachActor(A); break; } } //------------------------------------------------------------------------------ function DetachActor( optional Actor Other, optional Pawn Instigator ) { local Controller C; local Actor A; //DMN("DetachActor: Attach_Mode="$Attach_Mode$" Other="$Other$" Instigator="$Instigator); switch(Attach_Mode) { case AM_Player: for(C=Level.ControllerList;C!=None;C=C.nextController) if(PlayerController(C)!=None && PlayerController(C).Player!=None) DoDetachActor(C.Pawn); break; case AM_Other: if(Other.IsA(Attach_Class)) DoDetachActor(Other); break; case AM_Instigator: if(Instigator.IsA(Attach_Class)) DoDetachActor(Instigator); break; case AM_Tag: foreach AllActors(class'Actor',A,Attach_Tag) DoDetachActor(A); break; } } //------------------------------------------------------------------------------ function DoAttachActor( Actor A ) { //DMN("DoAttachActor: "$A); if(Attach_Target!=None) DoDetachActor(Attach_Target); if(A==None) return; Enable('Tick'); Attach_Target = A; UpdateActorLocation(); // Attach_Actor.SetBase(A); } //------------------------------------------------------------------------------ function DoDetachActor( Actor A ) { //DMN("DoDetachActor: "$A); // Attach_Actor.SetBase(None); Disable('Tick'); Attach_Target = None; } event PreBeginPlay() { //DMN("PreBeginPlay"); Super.PreBeginPlay(); Disable('Tick'); } event Destroyed() { RemoveAllTimers(); Super.Destroyed(); } event Tick( float DeltaTime ) { //DMN("Tick"); Super.Tick( DeltaTime ); if( Attach_Target!=None && Attach_Actor!=None ) { UpdateActorLocation(); } else { Disable('Tick'); } } function UpdateActorLocation() { local vector Loc; local pawn Pawn; Pawn = pawn(Attach_Target); Loc = Attach_Target.Location; if( bRelativeViewRotation && Pawn!=None ) { Loc += Attach_Offset >> Pawn.GetViewRotation(); } else if( bRelativeRotation ) { Loc += Attach_Offset >> Attach_Target.Rotation; } if( bPostRelativeViewRotation && Pawn!=None ) { Loc += Attach_PostOffset >> Pawn.GetViewRotation(); } else if( bPostRelativeRotation ) { Loc += Attach_PostOffset >> Attach_Target.Rotation; } Attach_Actor.SetLocation( Loc ); } /* -- how do you remember if you need to attach or detach on a per-actor basis? //------------------------------------------------------------------------------ simulated state() TriggerToggle { simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { AttachActor( Other, EventInstigator ); } } */ //------------------------------------------------------------------------------ simulated state() TriggerControl { simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { AttachActor( Other, EventInstigator ); } simulated function UnTrigger( Actor Other, Pawn EventInstigator, optional name EventName ) { DetachActor( Other, EventInstigator ); } } simulated state() InitiallyOn { simulated event BeginState() { AddTimer( 'DelayedAttach', 0.0 ); // delay until after player has been spawned. } simulated function DelayedAttach() { //DMN("DelayedAttach"); AttachActor(); } } /* -- needs to remember which actors we attached to so it can unattach appropriately in the timer. //------------------------------------------------------------------------------ simulated state() TriggerTimed { simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { AttachActor( Other, EventInstigator ); SetTimer( TimerDuration, false ); } simulated event Timer() { DetachActor( Other, EventInstigator ); } } */ defaultproperties { InitialState='TriggerControl' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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