Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.DoorMarker


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
/**
 *
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */


/** used to mark a door; handles the usability of paths through it and any special actions needed to open it */
class DoorMarker extends NavigationPoint
	placeable
	native;

/** the door mover associated with this marker */
var() InterpActor MyDoor;
/** how do we open this door? */
var() enum EDoorType
{
	DOOR_Shoot,
	DOOR_Touch,
} DoorType;
/** trigger for the door; if specified, the opening action will be done to the trigger instead of the door */
var() Actor DoorTrigger;
/** if true, AI should wait until the door has completely finished opening before trying to move through */
var() bool bWaitUntilCompletelyOpened;
/** if true, means that the initial position of the mover blocks navigation */
var() bool bInitiallyClosed;
/** if true, don't even try to go through this path if door is closed */
var() bool bBlockedWhenClosed;

/** whether or not the door is currently open */
var bool bDoorOpen;

/** internal - used in path building */
var const transient bool bTempDisabledCollision;

// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)

event PostBeginPlay()
{
	bBlocked = (bInitiallyClosed && bBlockedWhenClosed);
	bDoorOpen = !bInitiallyClosed;

	Super.PostBeginPlay();
}

function MoverOpened()
{
	bBlocked = (!bInitiallyClosed && bBlockedWhenClosed);
	bDoorOpen = bInitiallyClosed;
	WorldInfo.Game.NotifyNavigationChanged(self);
}

function MoverClosed()
{
	bBlocked = (bInitiallyClosed && bBlockedWhenClosed);
	bDoorOpen = !bInitiallyClosed;
	WorldInfo.Game.NotifyNavigationChanged(self);
}

event Actor SpecialHandling(Pawn Other)
{
	local Actor TouchActor;

	if (bDoorOpen || MyDoor == None || bInitiallyClosed == (bDoorOpen || VSizeSq(MyDoor.Velocity) > 1.f))
	{
		return self;
	}
	else if (DoorType == DOOR_Touch)
	{
		if (DoorTrigger == None)
		{
			return MyDoor;
		}
		else
		{
			TouchActor = DoorTrigger.SpecialHandling(Other);
			if (TouchActor == None)
			{
				TouchActor = DoorTrigger;
			}
			return TouchActor;
		}
	}
	else
	{
		return self;
	}
}

function bool ProceedWithMove(Pawn Other)
{
	if (DoorType == DOOR_Shoot && Other.Controller.Focus == MyDoor)
	{
		Other.Controller.StopFiring();
	}

	if (bDoorOpen || DoorType != DOOR_Shoot)
	{
		return true;
	}

	// door still needs to be shot
	Other.Controller.Focus = (DoorTrigger != None) ? DoorTrigger : MyDoor;
	if (!Other.Controller.FireWeaponAt(Other.Controller.Focus))
	{
		// failed to fire at mover, try again later
		Other.Controller.MoveTimer = 0.25f;
	}
	else if (bWaitUntilCompletelyOpened)
	{
		Other.Controller.WaitForMover(MyDoor);
	}

	return false;
}

/** tell Other what to do to open the door
 * @param Other the Controller to tell what to do
 * @return true if Other needs to wait for the door, false if it doesn't need to do anything further
 */
event bool SuggestMovePreparation(Pawn Other)
{
	if (bDoorOpen || MyDoor == None)
	{
		return false;
	}
	else if (VSizeSq(MyDoor.Velocity) > 1.f)
	{
		Other.Controller.WaitForMover(MyDoor);
		return true;
	}
	else if (DoorType == DOOR_Shoot)
	{
		Other.Controller.Focus = (DoorTrigger != None) ? DoorTrigger : MyDoor;
		if (!Other.Controller.FireWeaponAt(Other.Controller.Focus))
		{
			// failed to fire at mover, try again later
			Other.Controller.MoveTimer = 0.25f;
			Other.Controller.bPreparingMove = true;
			return true;
		}
		else if (bWaitUntilCompletelyOpened)
		{
			Other.Controller.WaitForMover(MyDoor);
			Other.Controller.bPreparingMove = true;
			return true;
		}
		else
		{
			return false;
		}
	}
	else if (DoorType == DOOR_Touch && DoorTrigger != None && Other.Controller.ActorReachable(DoorTrigger))
	{
		// go to trigger instead
		if (Other.Controller.Focus == Other.Controller.MoveTarget)
		{
			Other.Controller.Focus = DoorTrigger;
		}
		Other.Controller.MoveTarget = DoorTrigger;
		Other.Controller.CurrentPath = None;
		Other.Controller.NextRoutePath = None;
		return false;
	}
	else
	{
		return false;
	}
}

defaultproperties
{
   bInitiallyClosed=True
   bSpecialMove=True
   ExtraCost=100
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__NavigationPoint:CollisionCylinder'
      ObjectArchetype=CylinderComponent'Engine.Default__NavigationPoint:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite'
      ObjectArchetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite'
   End Object
   GoodSprite=Sprite
   Begin Object Class=SpriteComponent Name=Sprite2 ObjName=Sprite2 Archetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite2'
      ObjectArchetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite2'
   End Object
   BadSprite=Sprite2
   Components(0)=Sprite
   Components(1)=Sprite2
   Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'Engine.Default__NavigationPoint:Arrow'
      ObjectArchetype=ArrowComponent'Engine.Default__NavigationPoint:Arrow'
   End Object
   Components(2)=Arrow
   Components(3)=CollisionCylinder
   Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'Engine.Default__NavigationPoint:PathRenderer'
      ObjectArchetype=PathRenderingComponent'Engine.Default__NavigationPoint:PathRenderer'
   End Object
   Components(4)=PathRenderer
   CollisionComponent=CollisionCylinder
   CollisionType=COLLIDE_CustomDefault
   Name="Default__DoorMarker"
   ObjectArchetype=NavigationPoint'Engine.Default__NavigationPoint'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: tr 31-1-2018 17:17:54.000 - Creation time: sk 18-3-2018 10:01:07.166 - Created with UnCodeX