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//============================================================================= // $Author: Mfox $ // $Date: 2/27/03 7:06p $ // $Revision: 25 $ //============================================================================= //------------------------------------------------------------------------------ // Name: ParticleGenerator.uc // Author: Aaron R Leiby // Date: 4 March 2000 //------------------------------------------------------------------------------ // Description: Base class of all particle generators. //------------------------------------------------------------------------------ // How to use this class: //------------------------------------------------------------------------------ class ParticleGenerator extends Actor abstract native; ////////////// // Versions // ////////////// const PARTICLEVERSION_Current = 3; const PARTICLEVERSION_AutoLit = 3; const PARTICLEVERSION_AffectingForces = 2; const PARTICLEVERSION_NumParticlesFix = 1; /////////////// // Variables // /////////////// var() public editinline OrderedArray<ParticleTemplate> ParticleTemplates; var() public editinline OrderedArray<Force> Forces;// All forces currently affecting the particles of this system. // (Wind and stuff may add its own forces to the list.) // (Many ParticleGenerators may all reference the same force.) //////////////////////// // Advanced variables // //////////////////////// var(ParticleAdvanced) public Array< Class<Force> > DefaultForces; // Forces automatically installed when spawned. var(ParticleAdvanced) public Array<Name> IgnoredForces; // Forces may be assigned a label. This particle generator // will ignore forces with matching labels (unless explicitly // added to the Forces array by an LD). Only enforced via the // AddForce function. var(ParticleAdvanced) public float PrimeTime; // If you want a ParticleGenerator to appear like it has been // running for a while already when it is first spawned, then // set its PrimeTime accordingly (in seconds). Note: Forces // will be evaluated in their current state at start-up. var(ParticleAdvanced) public float MaxTickSize; // Tick updates are quantized into chunks of this size (if // they are larger). This way we can interpolate the generator's // movement, rotation or whatever and make it look like it was // updated at 120fps (or whatever) rather than the actual 30fps. var(ParticleAdvanced) public float IdleTime; // How many seconds pass of not being drawn, before the tick code // gets shut off. var(ParticleAdvanced) public float ParticleLifeSpan; // Since LifeSpan doesn't get updated if our zone hasn't been drawn // recently, we need to manually track it ourself. Set this variable // when you want the generator to be destroyed in X seconds. var(ParticleAdvanced) public int ParticleVersion; // Used to maintain backward compatibility across builds. Allows // old systems to be identified and fixed in newer builds. var(ParticleAdvanced) public bool bInterpolate; // Break ticks up into MaxTickSize chuncks and interpolate the // location accordingly. (Makes for smoother distribution of // particles.) var(ParticleAdvanced) public bool bCollisionBound; // Use collision cylinder for bounding box visibility instead of // true bounding box visiblilty calculated by LocationForces. var(ParticleAdvanced) public bool bShowBoundingBox; // Displays the combined bounding boxes of all ParticleTemplates // as used by the visibility code. var(ParticleAdvanced) public bool bLockParticles; // Disable forces, cleaning, and render relative to the system. var private bool bAttachment; // Set if we are a golem attachment. var private matrix LockedLocalToWorld; // Used interally for rendering locked systems relatively. var private transient float LastTimeDrawn; var private transient vector LastLocation; var private transient float LastPitch, LastYaw, LastRoll; var private transient float LastBoundSizeSquared; ///////////////////////// // Selection variables // ///////////////////////// var(ParticleSelection) public enum Select { SELECT_Linear, // Cyclically iterate through the ParticleTemplates array. SELECT_Random // Randomly pick a particle from the ParticleTemplates array. } SelectionMethod; var(ParticleSelection) public bool bLinearFrequenciesChanged; // If you are using Linear Distribution, you need to set this // variable to true if you change any of the templates' weights. // This tells the underlaying code to update itself accordingly. // Once the weights have been recalculated (i.e. the next time // the frame is drawn), this variable will automatically be reset // to false. // Used internally. var private float LargestWeight; // The currently largest linear weight. var private int TemplateIndex; // Current index into the particle template list. var private int TemplateIteration; // Keeps track of how many times we have iterated through the // template list in linear distribution. ///////////////////// // Trigger support // ///////////////////// var( ) public bool bOn; var(TriggerSupport) public bool bInitiallyOn; var(TriggerSupport) public float TimerDuration; var private float InternalTimer; var(TriggerSupport) public int MaxParticles; // Maximum particles emitted per trigger. var private int ParticleCount; // Used internally to enforce ParticleCount. var(TriggerSupport) public Button Trig, UnTrig; // Ramp support. var(TriggerSupport) public float RampUpTime; var(TriggerSupport) public float RampDownTime; var private float RampTimer; var protected float VolumeScale; var private enum Ramp { RAMP_None, RAMP_Up, RAMP_Down } RampDir; // Sound support. var(Sound) public sound SoundOn, SoundOff, SoundLoop; /////////////// // Overrides // /////////////// //------------------------------------------------------------------------------ simulated event PreBeginPlay() { Super.PreBeginPlay(); if( bDeleteMe ) return; bOn = bInitiallyOn; if( bLockParticles ) bHidden = !bOn; } //------------------------------------------------------------------------------ simulated event PostBeginPlay() { Super.PostBeginPlay(); if( bDeleteMe ) return; RegisterExternallyAffectedTemplates(); } //------------------------------------------------------------------------------ simulated event Destroyed() { UnRegisterExternallyAffectedTemplates(); Super.Destroyed(); } //------------------------------------------------------------------------------ function AutoDestroy() { ParticleTemplates.Length = 0; Forces.Length = 0; } ///////////////////// // Trigger support // ///////////////////// //------------------------------------------------------------------------------ simulated event TurnOn() { if(RampUpTime>0) { RampDir=RAMP_Up; RampTimer=RampUpTime; } else { RampDir=RAMP_None; RampTimer=0; } ParticleCount = MaxParticles; bOn = true; // Force Linear frequencies to be recalculated if used. // bLinearFrequenciesChanged = true; // this causes the concussion grenade ring to disappear (and other effects). -- this was originally added to fix the kai/tosc transformation crash. TemplateIndex = 0; // just resetting these two vars instead seems to also fix the kai/tosc transformation, but doesn't have the bad side effect of the above change. TemplateIteration = 1; if( bLockParticles ) bHidden = false; if( SoundOn? ) PlaySound( SoundOn ); if( SoundLoop? ) AmbientSound = SoundLoop; } //------------------------------------------------------------------------------ simulated event TurnOff() { switch(RampDir) { case RAMP_None: case RAMP_Up: if(RampDownTime>0) { RampDir=RAMP_Down; RampTimer=RampDownTime; } else { RampDir=RAMP_None; RampTimer=0; } break; case RAMP_Down: if(RampUpTime>0) { RampDir=RAMP_Up; RampTimer=RampUpTime; } else { RampDir=RAMP_None; RampTimer=0; } break; default: warn("Invalid RampDir!"); break; } bOn = RampDir!=RAMP_None; if( bLockParticles ) bHidden = true; if( SoundOff? ) PlaySound( SoundOff ); if( SoundLoop? ) AmbientSound = None; } //------------------------------------------------------------------------------ simulated function SendTrigger(){ Trigger(Self,Instigator); } simulated function SendUnTrigger(){ UnTrigger(Self,Instigator); } //------------------------------------------------------------------------------ // Toggles us on and off when triggered. //------------------------------------------------------------------------------ simulated state() TriggerToggle { simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { if(!bOn) TurnOn(); else TurnOff(); } } //------------------------------------------------------------------------------ // Toggled when Triggered. // Toggled back to initial state when UnTriggered. //------------------------------------------------------------------------------ simulated state() TriggerControl { simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { if(!bInitiallyOn) TurnOn(); else TurnOff(); } simulated function UnTrigger( Actor Other, Pawn EventInstigator, optional name EventName ) { if(bInitiallyOn) TurnOn(); else TurnOff(); } } //------------------------------------------------------------------------------ // Toggled when triggered. // Toggled back to initial state after TimerDuration seconds. //------------------------------------------------------------------------------ simulated state() TriggerTimed { simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { if(!bInitiallyOn) TurnOn(); else TurnOff(); InternalTimer = TimerDuration; // bOn will be toggled automatically internally. } } //////////////// // Interfaces // //////////////// public native event AddForce ( Force AddedForce ); public native event RemoveForce ( Force RemovedForce ); public native event RemoveForceType ( name ClassName, optional bool bAndSubclasses ); public native event AddTemplate ( ParticleTemplate T ); public native event RemoveTemplate ( ParticleTemplate T ); public native event RemoveTemplateType ( name ClassName, optional bool bAndSubclasses ); public native event GetParticleTemplates ( out Object T ); // (TArray<UParticleTemplate*>*) public native event Conform ( ParticleGenerator Image, optional bool bDeleteExisting /* =true */ ); public native event Duplicate ( out ParticleGenerator D, Level L ); public native event ExchangeTemplate ( ParticleTemplate Old, ParticleTemplate New ); public native event Clean(); public native event LockParticles(); public native event UnLockParticles(); public native event ValidateComponents(); public native event RegisterExternallyAffectedTemplates(); public native event UnRegisterExternallyAffectedTemplates(); public native function float GetMaxLifeSpan(); public native event ManualTick( float DeltaSeconds ); static native function vector ParticleGetLocation( ParticleHandle P ); static native function ParticleSetLocation( ParticleHandle P, vector Loc ); static native function vector ParticleGetVelocity( ParticleHandle P ); static native function ParticleSetVelocity( ParticleHandle P, vector Vel ); public function SetAttachment( bool B ){ bAttachment=B; } ///////////// // Helpers // ///////////// //------------------------------------------------------------------------------ // Use this instead of calling Destroy() to give existing particles to // run their course. //------------------------------------------------------------------------------ public simulated function ParticleDestroy() { bOn = false; ParticleLifeSpan = GetMaxLifeSpan(); } //------------------------------------------------------------------------------ public static function ParticleGenerator CreateNew( actor Helper, ParticleGenerator Template, optional vector Location ) { local ParticleGenerator Image; local ParticleGenerator NewSystem; assert(Template!=None); if( Location == vect(0,0,0) ) Location = Helper.Location; Image = Template; // Fix ARL: When we spawn a new ParticleGenerator, its PostBeginPlay will call RegisterExternallyAffectedTemplates on all the old templates before they are conformed!! // (This is especially bad when those templates are from another package like AssaultFX and cause cross level dependencies which result in garbage collection leaks.) // (For now I've hacked it by adding an outer check in ALevelInfo::RegisterAffectedTemplate.) // (Might be good to check if this can happen to forces as well.) NewSystem = Helper.Spawn( Image.Class,,, Location, Image.Rotation, Image ); if( NewSystem.bDeleteMe ) NewSystem = None; if( NewSystem != None ) { NewSystem.Conform( Image, false ); NewSystem.RegisterExternallyAffectedTemplates(); } return NewSystem; } //------------------------------------------------------------------------------ public static function ParticleGenerator DynamicCreateNew( actor Helper, class Type, string TemplateName, optional vector Location ) { local ParticleGenerator Image; local ParticleGenerator NewSystem; if( Location == vect(0,0,0) ) Location = Helper.Location; Image = ParticleGenerator(DynamicLoadObject( TemplateName, Type )); if( Image != None ) { NewSystem = Helper.Spawn( Image.Class,,, Location, Image.Rotation, Image ); if( NewSystem.bDeleteMe ) NewSystem = None; if( NewSystem != None ) { NewSystem.Conform( Image, false ); NewSystem.RegisterExternallyAffectedTemplates(); } } else { warn( TemplateName$" not found." ); } return NewSystem; } defaultproperties { DefaultForces(0)=Class'ParticleSystems.DecayForce' DefaultForces(1)=Class'ParticleSystems.LocatorForce' MaxTickSize=0.008333 LockedLocalToWorld=(XPlane=(X=1.000000),YPlane=(Y=1.000000),ZPlane=(Z=1.000000),WPlane=(W=1.000000)) SelectionMethod=SELECT_Random bLinearFrequenciesChanged=true bOn=true bInitiallyOn=true Trig="SendTrigger" UnTrig="SendUnTrigger" DrawType=DT_Custom bCanTeleport=true bAcceptsProjectors=true RemoteRole=ROLE_None VisibilityRadius=5000.000000 VisibilityHeight=5000.000000 Style=STY_Translucent bUnlit=true bBlockZeroExtentTraces=false bBlockNonZeroExtentTraces=false bEdCanOverlap=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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