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//============================================================================= // CountdownTrigger.uc // $Author: Mbaldwin $ // $Date: 8/30/02 12:58a $ // $Revision: 18 $ // //============================================================================= class CountdownTrigger extends Trigger; #exec Texture Import File=Textures\CtdTrigger.pcx Name=S_CtdTrigger Mips=Off MASKED=1 //----------------------------------------------------------------------------- // Causes an event after X seconds. // // By default (if simply dropped into level), countdown starts right away. If // bWaitForTrigger is true, will instead wait to be triggered before starting // countdown. Can optionally show a message + time remaining. // // Trigger-derived so can be set up directly to respond to touches etc., or can // be triggered externally. // // To trigger all NPCs, set bTriggerNPCs=true. //----------------------------------------------------------------------------- const GenerateEventTimerHandlerName = 'GenerateEventTimerHandler'; const ShowMessageTimerHandlerName = 'ShowMessageTimerHandler'; const ResumeTimerHandlerName = 'ResumeTimerHandler'; enum EState { CT_STATE_NONE, CT_STATE_PAUSED, CT_STATE_RUNNING }; struct MessageDisplayInfo { var() float DisplayTimeStart; // when to start using these message/sound properties var() float DisplayTimeEnd; // when to end using these message/sound properties var() float MessageInterval; // how often to display a message var() float StatusMessageTime; // how long to dispaly the message on screen var() string BaseMessage; // BaseMessage var() font CountdownFont; var() color CountdownColor; //NOTE: alpha needs to be in 1..255 to have any effect var() sound CountdownSound; var() float CountdownVolume; var() float CountdownPitch; var() string CountdownHolder; }; var() array<MessageDisplayInfo> DisplayProps; // specifies when and how often sounds should be played var() float CountdownTimeStart; // countdown start time var() float CountdownTimeEnd; // countdown end time var() font CountdownFont; var() color CountdownColor; //NOTE: alpha needs to be in 1..255 to have any effect var() sound CountdownSound; var() float CountdownVolume; var() float CountdownPitch; var() string CountdownHolder; var() bool CountdownClearExisting; var() float MessageInterval; // time between messages var() string BaseMessage; // BaseMessage var() bool bAppendTimeToMessage; // whether of not to append time to the base message var() string PausedMessage; // Message when timer is paused var() string ResumedMessage; // Message when timer is resumed var() float StatusMessageTime; // duration of status messages (defaults to 1/2 of MessageInterval) var() bool bWaitForTrigger; // don't start until triggered var() bool bRepeat; // repeat var() bool bShowLast; // display message for final time (e.g. 0) var protected float MessageCount; // total time remaining w.r.t CountdownStart var protected EState CurState; // current state of the trigger (paused/resumed/uninitialized) var protected float LeftoverTime; // time elapsed since last display when paused //----------------------------------------------------------------------------- // Creation / Destruction functions //----------------------------------------------------------------------------- event PostBeginPlay() { if( !bWaitForTrigger ) Initialize(); if( StatusMessageTime ~= 0.0 ) StatusMessageTime = 0.5*MessageInterval; Super.PostBeginPlay(); } //----------------------------------------------------------------------------- event Destroyed() { RemoveAllTimers(); Super.Destroyed(); } //----------------------------------------------------------------------------- function RemoveMessageEventTimers() { RemoveTimer( ShowMessageTimerHandlerName ); RemoveTimer( GenerateEventTimerHandlerName ); } //----------------------------------------------------------------------------- // Initialize / Pause / Resume functions //----------------------------------------------------------------------------- function Initialize() { MessageCount = CountdownTimeStart; SetCountdownProperties(); AddTimer( ShowMessageTimerHandlerName, MessageInterval, false ); // make sure timers aren't already there RemoveMessageEventTimers(); if( BaseMessage != "" ) { ShowMessage( true ); } AddTimer( GenerateEventTimerHandlerName, CountdownTimeStart-CountdownTimeEnd, false ); CurState = CT_STATE_RUNNING; } //----------------------------------------------------------------------------- function Pause() { // save off remaining time LeftoverTime = MessageInterval - TimeRemaining( ShowMessageTimerHandlerName ); MessageCount -= LeftoverTime; if( PausedMessage != "" ) class'UIConsole'.static.BroadcastStatusMessage( Self, PausedMessage $ SecsToTimeString( int(Round(MessageCount)) ), StatusMessageTime, CountdownFont, CountdownColor, CountdownSound, CountdownVolume, CountdownPitch, CountdownHolder, CountdownClearExisting ); RemoveMessageEventTimers(); CurState = CT_STATE_PAUSED; } //----------------------------------------------------------------------------- function Resume() { // pick up with the remaining time when paused AddTimer( ResumeTimerHandlerName, LeftoverTime, false ); if( ResumedMessage != "" ) class'UIConsole'.static.BroadcastStatusMessage( Self, ResumedMessage $ SecsToTimeString( int(Round(MessageCount)) ), StatusMessageTime, CountdownFont, CountdownColor, CountdownSound, CountdownVolume, CountdownPitch, CountdownHolder, CountdownClearExisting ); // let the resume handler reinstall the interval timer // unpause done in the resume handler to prevent trigger spamming } //----------------------------------------------------------------------------- // Display functions //----------------------------------------------------------------------------- function string SecsToTimeString( int Time ) { local string Message; local int Hours, Mins; if( Time >= 3600 ) // hours { Hours = Time / 3600; if( Hours < 10 ) Message = Message $ "0"; Message = Message $ Hours $ ":"; Time -= Hours * 3600; } if( Hours > 0 || Time >= 60 ) // minutes { Mins = Time / 60; if( Mins < 10 ) Message = Message $ "0"; Message = Message $ Mins $ "."; Time -= Mins * 60; } if( Time < 10 ) Message = Message $ "0"; // seconds Message = Message $ Time; return Message; } //----------------------------------------------------------------------------- function ShowMessage( optional bool bForce ) { local string FullMessage; if( !bForce ) MessageCount -= MessageInterval; SetCountdownProperties(); AddTimer( ShowMessageTimerHandlerName, MessageInterval, false ); if( bForce || bShowLast || TimeRemaining( GenerateEventTimerHandlerName ) >= 0.0 ) { FullMessage = BaseMessage; if( bAppendTimeToMessage ) FullMessage = FullMessage $ SecsToTimeString( int(Round(MessageCount)) ); class'UIConsole'.static.BroadcastStatusMessage( Self, FullMessage, StatusMessageTime, CountdownFont, CountdownColor, CountdownSound, CountdownVolume, CountdownPitch, CountdownHolder, CountdownClearExisting ); } } //----------------------------------------------------------------------------- function SetCountdownProperties() { local int i; for( i=0; i < DisplayProps.Length; i++ ) if( MessageCount <= DisplayProps[i].DisplayTimeStart && MessageCount >= DisplayProps[i].DisplayTimeEnd ) { if( DisplayProps[i].MessageInterval != 0 ) MessageInterval = DisplayProps[i].MessageInterval; if( DisplayProps[i].StatusMessageTime != 0 ) StatusMessageTime = DisplayProps[i].StatusMessageTime; if( DisplayProps[i].BaseMessage != "" ) BaseMessage = DisplayProps[i].BaseMessage; if( DisplayProps[i].CountdownFont != None ) CountdownFont = DisplayProps[i].CountdownFont; if( DisplayProps[i].CountdownColor.A != 0 ) CountdownColor = DisplayProps[i].CountdownColor; if( DisplayProps[i].CountdownSound != None ) CountdownSound = DisplayProps[i].CountdownSound; if( DisplayProps[i].CountdownVolume > 0 ) CountdownVolume = DisplayProps[i].CountdownVolume; if( DisplayProps[i].CountdownPitch > 0 ) CountdownPitch = DisplayProps[i].CountdownPitch; if( DisplayProps[i].CountdownHolder != "" ) CountdownHolder = DisplayProps[i].CountdownHolder; } } //----------------------------------------------------------------------------- // Timer Handlers //----------------------------------------------------------------------------- function ShowMessageTimerHandler() { ShowMessage( false ); } //----------------------------------------------------------------------------- function GenerateEventTimerHandler() { // countdown done -- trigger targets Super.TriggerActors( Self, class'Actor', Self, None, Event, bTriggerNPCs ); if( bRepeat ) Initialize(); else Destroy(); } //----------------------------------------------------------------------------- function ResumeTimerHandler() { MessageCount -= MessageInterval - LeftoverTime; class'UIConsole'.static.BroadcastStatusMessage( Self, BaseMessage $ SecsToTimeString( int(Round(MessageCount)) ), StatusMessageTime, CountdownFont, CountdownColor, CountdownSound, CountdownVolume, CountdownPitch, CountdownHolder, CountdownClearExisting ); AddTimer( ShowMessageTimerHandlerName, MessageInterval, true ); AddTimer( GenerateEventTimerHandlerName, MessageCount-CountdownTimeEnd, false ); CurState = CT_STATE_RUNNING; } //----------------------------------------------------------------------------- // Trigger Handlers //----------------------------------------------------------------------------- function TriggerHandler() { switch( CurState ) { case CT_STATE_NONE: Initialize(); break; case CT_STATE_PAUSED: Resume(); break; case CT_STATE_RUNNING: Pause(); break; default: Warn("Unknown state for countdown trigger:" @ Self ); } } //----------------------------------------------------------------------------- // Got triggered -- start / pause / resume countdown function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { TriggerHandler(); } //----------------------------------------------------------------------------- // Got touched/shot etc. -- start / pause / resume countdown (don't call super here). protected function TriggerActors( Actor TriggerSrc, class<Actor> TriggerClass, Actor Other, Pawn Instigator, name TriggerEvent, bool bTriggerNPCs ) { TriggerHandler(); } //----------------------------------------------------------------------------- defaultproperties { CountdownTimeStart=10.000000 MessageInterval=1.000000 BaseMessage="T-Minus " bAppendTimeToMessage=true Texture=Texture'U2.S_CtdTrigger' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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