Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
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 |
/** * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ /** a dynamic anchor is a NavigationPoint temporarily added to the navigation network during gameplay, when the AI is trying * to get on the network but there is no directly reachable NavigationPoint available. It tries to find something else that is * reachable (for example, part of a ReachSpec) and places one of these there and connects it to the network. Doing it this way * allows us to handle these situations without any special high-level code; as far as script is concerned, the AI is moving * along a perfectly normal NavigationPoint connected to the network just like any other. * DynamicAnchors handle destroying themselves and cleaning up any connections when they are no longer in use. */ class DynamicAnchor extends NavigationPoint native; /** current controller that's using us to navigate */ var Controller CurrentUser; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { 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 bStatic=False bNoDelete=False bCollideWhenPlacing=False CollisionComponent=CollisionCylinder CollisionType=COLLIDE_CustomDefault Name="Default__DynamicAnchor" ObjectArchetype=NavigationPoint'Engine.Default__NavigationPoint' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |