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//------------------------------------------------------------------------------ // Fader.uc // $Author: Mfox $ // $Date: 4/30/02 12:22p $ // $Revision: 2 $ //------------------------------------------------------------------------------ // // Description: Makes the given Actor translucent and adjusts its ScaleGlow // from InitialScaleGlow to FinalScaleGlow in FadeTime seconds. // Once the ScaleGlow reaches FinalScaleGlow the Actor is // destroyed. Note that in multiplayer games fading is not // performed for now (for performance reasons), instead, after // the DelayTime, the object is destroyed after FadeTime // additional seconds. // //------------------------------------------------------------------------------ // How to use this class: // // + Call class'Util'.static.Fade( Actor, Time ); instead of Destroy(); //------------------------------------------------------------------------------ class Fader extends LegendActorComponent; var() float FadeTime; // How long it takes us to fade the given object out. var() float InitialScaleGlow; // ScaleGlow the object start out with. var() float FinalScaleGlow; // ScaleGlow the object ends with. (Must be less than InitialScaleGlow.) var() bool bDeleteActor; // Should we delete the actor when we are finished? var() float DelayTime; // Time to wait before starting to fade. var float FadeRate; // How fast the object will fade out. Calculated when Fade is called. var Actor FadeActor; // The Actor we are fading away. var bool bInitialized; // Have we finished with the delay? var() int NumFlickers; // Number of times to flicker in/out of translucent/normal before fading. // (Kind of "techno". Would be more flexible with an associated time.) //------------------------------------------------------------------------------ // Sets the FadeActor and start the fading process. //------------------------------------------------------------------------------ simulated function Fade( Actor Other ) { if( Other != None ) { FadeActor = Other; DelayTime += Level.TimeSeconds; if( Level.Netmode != NM_Standalone ) { // wait additional time in multiplayer games then destroy DelayTime += FadeTime; } } } //------------------------------------------------------------------------------ simulated event Tick( float DeltaTime ) { if( Level.TimeSeconds >= DelayTime && FadeActor != None ) { if( Level.Netmode != NM_Standalone ) { // no fade for you if( bDeleteActor ) { FadeActor.Destroy(); } Destroy(); } else if( !bInitialized ) { // after DelayTime seconds do one time setup for fading if( InitialScaleGlow == 0.0 ) { InitialScaleGlow = FadeActor.ScaleGlow; } FadeActor.ScaleGlow = InitialScaleGlow; FadeRate = (InitialScaleGlow - FinalScaleGlow) / FadeTime; bInitialized = true; } else { if( NumFlickers > 0 ) { // flicker in and out of Translucent style -- might be useful in some cases if( FadeActor.Style == STY_Translucent ) { FadeActor.Style = STY_Normal; NumFlickers--; } else { FadeActor.Style = STY_Translucent; } } else { // smoothly fade actor from initial to final scaleglow FadeActor.Style = STY_Translucent; FadeActor.ScaleGlow -= FadeRate * DeltaTime; if( FadeActor.ScaleGlow <= FinalScaleGlow ) { if( bDeleteActor ) { FadeActor.Destroy(); } Destroy(); // Our work here is finished. } } } } } defaultproperties { FadeTime=0.500000 bDeleteActor=true RemoteRole=ROLE_SimulatedProxy UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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