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U2XMP.ProximitySensorController

Extends
StationaryPawnControllerOffensive

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.LicenseeController
         |   
         +-- Engine.AIController
            |   
            +-- U2.U2NPCController
               |   
               +-- U2.StationaryPawnController
                  |   
                  +-- U2XMP.StationaryPawnControllerOffensive
                     |   
                     +-- U2XMP.ProximitySensorController

Direct Known Subclasses:

AutoTurretController

Constants Summary
ActionLabel='Action'
ActionState='Action'
BeginLabel='Begin'
DeactivatedState='Deactivated'
ScanningState='Scanning'
TL_LockedOn=3
TL_Off=0
TL_Scanning=1
TL_Tracking=2
TrackingTargetState='TrackingTarget'
Inherited Contants from U2.StationaryPawnController
ActiveState

Variables Summary
floatCheckFOVRate
floatNextCheckFOVTime
ProximitySensorPS

Functions Summary
function Activate ()))
event BeginState ()))
@ActionState
event BeginState ()))
@DeactivatedState
event BeginState ()))
@ScanningState
event BeginState ()))
@TrackingTargetState
functionbool CanPerformAction ()))
function DeActivate ()))
event EndState ()))
@ActionState
event EndState ()))
@ScanningState
event EndState ()))
@TrackingTargetState
event EnemyInvalid ()))
@TrackingTargetState
event EnemyNotVisible ()))
@TrackingTargetState
event EnemyRangeTransition (float Distance ))
@TrackingTargetState
functionfloat GetTrackingRange ()))
function HandleEnemyLost ()))
functionbool InVisibilityCone (Pawn Instigator ))
function NotifyDeployed ()))
function PerformAction ()))
@ActionState
function Possess (Pawn P ))
event SeeEnemy (Pawn Seen ))
@ActiveState
event SeeEnemy (Pawn Seen ))
@ScanningState
function SetTargetingEffect (int TrackLevel)
function StopAction ()
@ActionState
event Tick (float DeltaTime ))
@TrackingTargetState
Inherited Functions from U2.StationaryPawnController
MaybeInheritEnemy

States Summary
@ActionState Source code
state @ActionState extends @TrackingTargetState
BeginState, CanPerformAction, EndState, GetFireOffset, GetStraightAheadLocation, OKToHit, PerformAction, Possess, SetDesiredAimingLocation, SetTargetingEffect, StopAction, UpdateAiming, ValidEnemy
@ActiveState Source code
auto state @ActiveState
SeeEnemy
@DeactivatedState Source code
state @DeactivatedState
BeginState
@ScanningState Source code
state @ScanningState
BeginState, EndState, SeeEnemy
@TrackingTargetState Source code
state @TrackingTargetState
BeginState, EndState, EnemyInvalid, EnemyNotVisible, EnemyRangeTransition, Tick


Constants Detail

ActionLabel Source code

const ActionLabel = 'Action';

ActionState Source code

const ActionState = 'Action';

BeginLabel Source code

const BeginLabel = 'Begin';

DeactivatedState Source code

const DeactivatedState = 'Deactivated';

ScanningState Source code

const ScanningState = 'Scanning';

TL_LockedOn Source code

const TL_LockedOn = 3;

TL_Off Source code

const TL_Off = 0;

TL_Scanning Source code

const TL_Scanning = 1;

TL_Tracking Source code

const TL_Tracking = 2;

TrackingTargetState Source code

const TrackingTargetState = 'TrackingTarget';


Variables Detail

CheckFOVRate Source code

var float CheckFOVRate;

NextCheckFOVTime Source code

var float NextCheckFOVTime;

PS Source code

var ProximitySensor PS;


Functions Detail

Activate Source code

function Activate ( ) )

BeginState @ActionState Source code

event BeginState ( ) )

BeginState @DeactivatedState Source code

event BeginState ( ) )

BeginState @ScanningState Source code

event BeginState ( ) )

BeginState @TrackingTargetState Source code

event BeginState ( ) )

CanPerformAction Source code

function bool CanPerformAction ( ) )

DeActivate Source code

function DeActivate ( ) )

EndState @ActionState Source code

event EndState ( ) )

EndState @ScanningState Source code

event EndState ( ) )

EndState @TrackingTargetState Source code

event EndState ( ) )

EnemyInvalid @TrackingTargetState Source code

event EnemyInvalid ( ) )

EnemyNotVisible @TrackingTargetState Source code

event EnemyNotVisible ( ) )

EnemyRangeTransition @TrackingTargetState Source code

event EnemyRangeTransition ( float Distance ) )

GetTrackingRange Source code

function float GetTrackingRange ( ) )

HandleEnemyLost Source code

function HandleEnemyLost ( ) )

InVisibilityCone Source code

function bool InVisibilityCone ( Pawn Instigator ) )

NotifyDeployed Source code

function NotifyDeployed ( ) )

PerformAction @ActionState Source code

function PerformAction ( ) )

Possess Source code

function Possess ( Pawn P ) )

SeeEnemy @ActiveState Source code

event SeeEnemy ( Pawn Seen ) )

SeeEnemy @ScanningState Source code

event SeeEnemy ( Pawn Seen ) )

SetTargetingEffect Source code

function SetTargetingEffect ( int TrackLevel )

StopAction @ActionState Source code

function StopAction ( )

Tick @TrackingTargetState Source code

simulated event Tick ( float DeltaTime ) )


Defaultproperties

defaultproperties
{
	CheckFOVRate=0.500000
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Creation time: sk 3-1-2016 10:48:32.214 - Created with UnCodeX