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//============================================================================= // HUD: Superclass of the heads-up display. // //Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. //============================================================================= class HUD extends Actor native config(Game) transient; //============================================================================= // Variables. var const color WhiteColor, GreenColor, RedColor; var PlayerController PlayerOwner; // always the actual owner var HUD HudOwner; // Used for sub-huds like the scoreboard var PlayerReplicationInfo ViewedInfo; // The PRI of the current view target var float ProgressFadeTime; var Color MOTDColor; var ScoreBoard Scoreboard; /** Tells whether the game was paused due to lost focus */ var transient bool LostFocusPaused; // Visibility flags var config bool bShowHUD; // Is the hud visible var bool bShowScores; // Is the Scoreboard visible var bool bShowDebugInfo; // if true, show properties of current ViewTarget var() bool bShowBadConnectionAlert; // Display indication of bad connection var globalconfig bool bMessageBeep; // If true, any console messages will make a beep var globalconfig float HudCanvasScale; // Specifies amount of screen-space to use (for TV's). // Console Messages struct native ConsoleMessage { var string Text; var color TextColor; var float MessageLife; var PlayerReplicationInfo PRI; }; var array<ConsoleMessage> ConsoleMessages; var const Color ConsoleColor; var globalconfig int ConsoleMessageCount; var globalconfig int ConsoleFontSize; var globalconfig int MessageFontOffset; var int MaxHUDAreaMessageCount; // Localized Messages struct native HudLocalizedMessage { // The following block of variables are set when the message is entered; // (Message being set indicates that a message is in the list). var class<LocalMessage> Message; var String StringMessage; var int Switch; var float EndOfLife; var float Lifetime; var float PosY; var Color DrawColor; var int FontSize; // The following block of variables are cached on first render; // (StringFont being set indicates that they've been rendered). var Font StringFont; var float DX, DY; var bool Drawn; var int Count; var object OptionalObject; }; var() transient HudLocalizedMessage LocalMessages[8]; var() float ConsoleMessagePosX, ConsoleMessagePosY; // DP_LowerLeft /** * Canvas to Draw HUD on. * NOTE: a new Canvas is given every frame, only draw on it from the HUD::PostRender() event */ var /*const*/ Canvas Canvas; // // Useful variables // /** Used to create DeltaTime */ var transient float LastHUDRenderTime; /** Time since last render */ var transient float RenderDelta; /** Size of ViewPort in pixels */ var transient float SizeX, SizeY; /** Center of Viewport */ var transient float CenterX, CenterY; /** Ratio of viewport compared to native resolution 1024x768 */ var transient float RatioX, RatioY; var globalconfig array<name> DebugDisplay; // array of strings specifying what debug info to display for viewtarget actor // base engine types include "AI", "physics", "weapon", "net", "camera", and "collision" //============================================================================= // Utils //============================================================================= // Draw3DLine - draw line in world space. Should be used when engine calls RenderWorldOverlays() event. native final function Draw3DLine(vector Start, vector End, color LineColor); native final function Draw2DLine(int X1, int Y1, int X2, int Y2, color LineColor); event PostBeginPlay() { super.PostBeginPlay(); PlayerOwner = PlayerController(Owner); } // SpawnScoreBoard - Sets the scoreboard function SpawnScoreBoard(class<Scoreboard> ScoringType) { if ( ScoringType != None ) Scoreboard = Spawn(ScoringType, PlayerOwner); if (ScoreBoard!=None) ScoreBoard.HudOwner = self; } // Clean up event Destroyed() { if( ScoreBoard != None ) { ScoreBoard.Destroy(); ScoreBoard = None; } Super.Destroyed(); } //============================================================================= // Execs //============================================================================= /* hides or shows HUD */ exec function ToggleHUD() { bShowHUD = !bShowHUD; } exec function ShowHUD() { ToggleHUD(); } /* toggles displaying scoreboard */ exec function ShowScores() { SetShowScores(!bShowScores); } /** sets bShowScores to a specific value (not toggle) */ exec function SetShowScores(bool bNewValue) { bShowScores = bNewValue; if (ScoreBoard != None) { Scoreboard.ChangeState(bShowScores); } } /* toggles displaying properties of player's current viewtarget DebugType input values supported by base engine include "AI", "physics", "weapon", "net", "camera", and "collision" */ exec function ShowDebug(optional name DebugType) { local int i; local bool bFound; if (DebugType == 'None') { bShowDebugInfo = !bShowDebugInfo; } else { bShowDebugInfo = true; // remove debugtype if already in array for (i = 0; i < DebugDisplay.Length && !bFound; i++) { if ( DebugDisplay[i] == DebugType ) { DebugDisplay.Remove(i, 1); bFound = true; } } if (!bFound) { DebugDisplay[DebugDisplay.Length] = DebugType; } SaveConfig(); } } function bool ShouldDisplayDebug(name DebugType) { local int i; for ( i=0; i<DebugDisplay.Length; i++ ) { if ( DebugDisplay[i] == DebugType ) { return true; } } return false; } /** * Finds the nearest pawn of the given class (excluding the owner's pawn) and * plays the specified FaceFX animation. */ exec function FXPlay(class<Pawn> aClass, string FXAnimPath) { local Pawn P, ClosestPawn; local float ThisDistance, ClosestPawnDistance; local string FxAnimGroup; local string FxAnimName; local int dotPos; if ( WorldInfo.NetMode == NM_Standalone ) { ClosestPawn = None; ClosestPawnDistance = 10000000.0; ForEach DynamicActors(class'Pawn', P) { if( ClassIsChildOf(P.class, aClass) && (P != PlayerController(Owner).Pawn) ) { ThisDistance = VSize(P.Location - PlayerController(Owner).Pawn.Location); if(ThisDistance < ClosestPawnDistance) { ClosestPawn = P; ClosestPawnDistance = ThisDistance; } } } if( ClosestPawn.Mesh != none ) { dotPos = InStr(FXAnimPath, "."); if( dotPos != -1 ) { FXAnimGroup = Left(FXAnimPath, dotPos); FXAnimName = Right(FXAnimPath, Len(FXAnimPath) - dotPos - 1); ClosestPawn.Mesh.PlayFaceFXAnim(None, FXAnimName, FXAnimGroup); } } } } /** * Finds the nearest pawn of the given class (excluding the owner's pawn) and * stops any currently playing FaceFX animation. */ exec function FXStop(class<Pawn> aClass) { local Pawn P, ClosestPawn; local float ThisDistance, ClosestPawnDistance; if ( WorldInfo.NetMode == NM_StandAlone ) { ClosestPawn = None; ClosestPawnDistance = 10000000.0; ForEach DynamicActors(class'Pawn', P) { if( ClassIsChildOf(P.class, aClass) && (P != PlayerController(Owner).Pawn) ) { ThisDistance = VSize(P.Location - PlayerController(Owner).Pawn.Location); if(ThisDistance < ClosestPawnDistance) { ClosestPawn = P; ClosestPawnDistance = ThisDistance; } } } if( ClosestPawn.Mesh != none ) { ClosestPawn.Mesh.StopFaceFXAnim(); } } } //============================================================================= // Debugging //============================================================================= // DrawRoute - Bot Debugging function DrawRoute(Pawn Target) { local int i; local Controller C; local vector Start, RealStart; local bool bPath; local Actor FirstRouteCache; C = Target.Controller; if ( C == None ) return; if ( C.CurrentPath != None ) Start = C.CurrentPath.Start.Location; else Start = Target.Location; RealStart = Start; if ( C.bAdjusting ) { Draw3DLine(C.Pawn.Location, C.AdjustLoc, MakeColor(255,0,255,255)); Start = C.AdjustLoc; } if( C.RouteCache.Length > 0 ) { FirstRouteCache = C.RouteCache[0]; } // show where pawn is going if ( (C == PlayerOwner) || (C.MoveTarget == FirstRouteCache) && (C.MoveTarget != None) ) { if ( (C == PlayerOwner) && (C.Destination != vect(0,0,0)) ) { if ( C.PointReachable(C.Destination) ) { Draw3DLine(C.Pawn.Location, C.Destination, MakeColor(255,255,255,255)); return; } C.FindPathTo(C.Destination); } if( C.RouteCache.Length > 0 ) { for ( i=0; i<C.RouteCache.Length; i++ ) { if ( C.RouteCache[i] == None ) break; bPath = true; Draw3DLine(Start,C.RouteCache[i].Location,MakeColor(0,255,0,255)); Start = C.RouteCache[i].Location; } if ( bPath ) Draw3DLine(RealStart,C.Destination,MakeColor(255,255,255,255)); } } else if (Target.Velocity != vect(0,0,0)) Draw3DLine(RealStart,C.Destination,MakeColor(255,255,255,255)); if ( C == PlayerOwner ) return; // show where pawn is looking Draw3DLine(Target.Location + Target.BaseEyeHeight * vect(0,0,1), C.FocalPoint, MakeColor(255,0,0,255)); } /** * Pre-Calculate most common values, to avoid doing 1200 times the same operations */ function PreCalcValues() { // Size of Viewport SizeX = Canvas.SizeX; SizeY = Canvas.SizeY; // Center of Viewport CenterX = SizeX * 0.5; CenterY = SizeY * 0.5; // ratio of viewport compared to native resolution RatioX = SizeX / 1024.f; RatioY = SizeY / 768.f; } /** * PostRender is the main draw loop. */ event PostRender() { local float XL, YL, YPos; // Set up delta time RenderDelta = WorldInfo.TimeSeconds - LastHUDRenderTime; // Pre calculate most common variables if ( SizeX != Canvas.SizeX || SizeY != Canvas.SizeY ) { PreCalcValues(); } // Set PRI of view target if ( PlayerOwner != None ) { if ( PlayerOwner.ViewTarget != None ) { if ( Pawn(PlayerOwner.ViewTarget) != None ) { ViewedInfo = Pawn(PlayerOwner.ViewTarget).PlayerReplicationInfo; } else { ViewedInfo = PlayerOwner.PlayerReplicationInfo; } } else if ( PlayerOwner.Pawn != None ) { ViewedInfo = PlayerOwner.Pawn.PlayerReplicationInfo; } else { ViewedInfo = PlayerOwner.PlayerReplicationInfo; } // draw any debug text in real-time PlayerOwner.DrawDebugTextList(Canvas,RenderDelta); } if ( bShowDebugInfo ) { Canvas.Font = class'Engine'.Static.GetTinyFont(); Canvas.DrawColor = ConsoleColor; Canvas.StrLen("X", XL, YL); YPos = 0; PlayerOwner.ViewTarget.DisplayDebug(self, YL, YPos); if (ShouldDisplayDebug('AI') && (Pawn(PlayerOwner.ViewTarget) != None)) { DrawRoute(Pawn(PlayerOwner.ViewTarget)); } } else if ( bShowHud ) { if ( bShowScores ) { if ( ScoreBoard != None ) { ScoreBoard.Canvas = Canvas; ScoreBoard.DrawHud(); if ( Scoreboard.bDisplayMessages ) { DisplayConsoleMessages(); } } } else { DrawHud(); if ( PlayerOwner.ProgressTimeOut > WorldInfo.TimeSeconds ) { DisplayProgressMessage(); } DisplayConsoleMessages(); DisplayLocalMessages(); } } else { DrawDemoHUD(); } if ( bShowBadConnectionAlert ) { DisplayBadConnectionAlert(); } LastHUDRenderTime = WorldInfo.TimeSeconds; } /** * The Main Draw loop for the hud. Gets called before any messaging. Should be subclassed */ function DrawHUD() { PlayerOwner.DrawHud( Self ); DrawEngineHUD(); } /** * Called instead of DrawHUD() if bShowHUD==false */ function DrawDemoHUD(); /** * Special HUD for Engine demo */ function DrawEngineHUD() { local float CrosshairSize; local float xl,yl,Y; local String myText; // Draw Copyright Notice Canvas.SetDrawColor(255, 255, 255, 255); myText = "UnrealEngine3"; Canvas.Font = class'Engine'.Static.GetSmallFont(); Canvas.StrLen(myText, XL, YL); Y = YL*1.67; Canvas.SetPos( CenterX - (XL/2), YL*0.5); Canvas.DrawText(myText, true); Canvas.SetDrawColor(200,200,200,255); myText = "Copyright 1998-2008 Epic Games, Inc. All Rights Reserved."; Canvas.Font = class'Engine'.Static.GetTinyFont(); Canvas.StrLen(myText, XL, YL); Canvas.SetPos( CenterX - (XL/2), Y); Canvas.DrawText(myText, true); if(PlayerOwner != None && Pawn(PlayerOwner.ViewTarget) != None) { // Draw Temporary Crosshair CrosshairSize = 4; Canvas.SetPos(CenterX - CrosshairSize, CenterY); Canvas.DrawRect(2*CrosshairSize + 1, 1); Canvas.SetPos(CenterX, CenterY - CrosshairSize); Canvas.DrawRect(1, 2*CrosshairSize + 1); } } /** * display progress messages in center of screen */ function DisplayProgressMessage() { local int i, LineCount; local float FontDX, FontDY; local float X, Y; local int Alpha; local float TimeLeft; local string MOTDText; TimeLeft = PlayerOwner.ProgressTimeOut - WorldInfo.TimeSeconds; if ( TimeLeft >= ProgressFadeTime ) Alpha = 255; else Alpha = (255 * TimeLeft) / ProgressFadeTime; LineCount = 0; for (i = 0; i < ArrayCount(PlayerOwner.ProgressMessage); i++) { if (PlayerOwner.ProgressMessage[i] == "") continue; LineCount++; } if ( (WorldInfo.GRI != None) && (WorldInfo.GRI.MessageOfTheDay != "") ) { LineCount++; } Canvas.Font = class'Engine'.Static.GetMediumFont(); Canvas.TextSize ("A", FontDX, FontDY); X = (0.5 * HudCanvasScale * Canvas.SizeX) + (((1.0 - HudCanvasScale) / 2.0) * Canvas.SizeX); Y = (0.5 * HudCanvasScale * Canvas.SizeY) + (((1.0 - HudCanvasScale) / 2.0) * Canvas.SizeY); Y -= FontDY * (float (LineCount) / 2.0); for (i = 0; i < ArrayCount(PlayerOwner.ProgressMessage); i++) { if (PlayerOwner.ProgressMessage[i] == "") continue; Canvas.DrawColor = MakeColor(255, 255, 255); Canvas.DrawColor.A = Alpha; Canvas.TextSize (PlayerOwner.ProgressMessage[i], FontDX, FontDY); Canvas.SetPos (X - (FontDX / 2.0), Y); Canvas.DrawText (PlayerOwner.ProgressMessage[i]); Y += FontDY; } if( (WorldInfo.GRI != None) && (WorldInfo.NetMode != NM_StandAlone) ) { Canvas.DrawColor = MOTDColor; Canvas.DrawColor.A = Alpha; if( WorldInfo.GRI.MessageOfTheDay != "" ) { MOTDText = Repl(WorldInfo.GRI.MessageOfTheDay,"`n","\n"); Canvas.TextSize (MOTDText, FontDX, FontDY); Canvas.SetPos (X - (FontDX / 2.0), Y); Canvas.DrawText (MOTDText); Y += FontDY; } } } // DisplayBadConnectionAlert() - Warn user that net connection is bad function DisplayBadConnectionAlert(); // Subclass Me //============================================================================= // Messaging. //============================================================================= function ClearMessage( out HudLocalizedMessage M ) { M.Message = None; M.StringFont = None; } // Console Messages function Message( PlayerReplicationInfo PRI, coerce string Msg, name MsgType, optional float LifeTime ) { if ( bMessageBeep ) PlayerOwner.PlayBeepSound(); if ( (MsgType == 'Say') || (MsgType == 'TeamSay') ) Msg = PRI.GetPlayerAlias()$": "$Msg; AddConsoleMessage(Msg,class'LocalMessage',PRI,LifeTime); } /** * Display current messages */ function DisplayConsoleMessages() { local int Idx, XPos, YPos; local float XL, YL; if ( ConsoleMessages.Length == 0 ) return; for (Idx = 0; Idx < ConsoleMessages.Length; Idx++) { if ( ConsoleMessages[Idx].Text == "" || ConsoleMessages[Idx].MessageLife < WorldInfo.TimeSeconds ) { ConsoleMessages.Remove(Idx--,1); } } XPos = (ConsoleMessagePosX * HudCanvasScale * Canvas.SizeX) + (((1.0 - HudCanvasScale) / 2.0) * Canvas.SizeX); YPos = (ConsoleMessagePosY * HudCanvasScale * Canvas.SizeY) + (((1.0 - HudCanvasScale) / 2.0) * Canvas.SizeY); Canvas.Font = class'Engine'.Static.GetSmallFont(); Canvas.DrawColor = ConsoleColor; Canvas.TextSize ("A", XL, YL); YPos -= YL * ConsoleMessages.Length; // DP_LowerLeft YPos -= YL; // Room for typing prompt for (Idx = 0; Idx < ConsoleMessages.Length; Idx++) { if (ConsoleMessages[Idx].Text == "") { continue; } Canvas.StrLen( ConsoleMessages[Idx].Text, XL, YL ); Canvas.SetPos( XPos, YPos ); Canvas.DrawColor = ConsoleMessages[Idx].TextColor; Canvas.DrawText( ConsoleMessages[Idx].Text, false ); YPos += YL; } } /** * Add a new console message to display. */ function AddConsoleMessage(string M, class<LocalMessage> InMessageClass, PlayerReplicationInfo PRI, optional float LifeTime) { local int Idx, MsgIdx; MsgIdx = -1; // check for beep on message receipt if( bMessageBeep && InMessageClass.default.bBeep ) { PlayerOwner.PlayBeepSound(); } // find the first available entry if (ConsoleMessages.Length < ConsoleMessageCount) { MsgIdx = ConsoleMessages.Length; } else { // look for an empty entry for (Idx = 0; Idx < ConsoleMessages.Length && MsgIdx == -1; Idx++) { if (ConsoleMessages[Idx].Text == "") { MsgIdx = Idx; } } } if( MsgIdx == ConsoleMessageCount || MsgIdx == -1) { // push up the array for(Idx = 0; Idx < ConsoleMessageCount-1; Idx++ ) { ConsoleMessages[Idx] = ConsoleMessages[Idx+1]; } MsgIdx = ConsoleMessageCount - 1; } // fill in the message entry if (MsgIdx >= ConsoleMessages.Length) { ConsoleMessages.Length = MsgIdx + 1; } ConsoleMessages[MsgIdx].Text = M; if (LifeTime != 0.f) { ConsoleMessages[MsgIdx].MessageLife = WorldInfo.TimeSeconds + LifeTime; } else { ConsoleMessages[MsgIdx].MessageLife = WorldInfo.TimeSeconds + InMessageClass.default.LifeTime; } ConsoleMessages[MsgIdx].TextColor = InMessageClass.static.GetConsoleColor(PRI); ConsoleMessages[MsgIdx].PRI = PRI; } //=============================================== // Localized Message rendering function LocalizedMessage ( class<LocalMessage> InMessageClass, PlayerReplicationInfo RelatedPRI_1, string CriticalString, int Switch, float Position, float LifeTime, int FontSize, color DrawColor, optional object OptionalObject ) { local int i, LocalMessagesArrayCount, MessageCount; if( InMessageClass == None || CriticalString == "" ) { return; } if( bMessageBeep && InMessageClass.default.bBeep ) PlayerOwner.PlayBeepSound(); if( !InMessageClass.default.bIsSpecial ) { AddConsoleMessage( CriticalString, InMessageClass, RelatedPRI_1 ); return; } LocalMessagesArrayCount = ArrayCount(LocalMessages); i = LocalMessagesArrayCount; if( InMessageClass.default.bIsUnique ) { for( i = 0; i < LocalMessagesArrayCount; i++ ) { if( LocalMessages[i].Message == InMessageClass ) { if ( InMessageClass.default.bCountInstances && (LocalMessages[i].StringMessage ~= CriticalString) ) { MessageCount = (LocalMessages[i].Count == 0) ? 2 : LocalMessages[i].Count + 1; } break; } } } else if ( InMessageClass.default.bIsPartiallyUnique ) { for( i = 0; i < LocalMessagesArrayCount; i++ ) { if( ( LocalMessages[i].Message == InMessageClass ) && InMessageClass.static.PartiallyDuplicates(Switch, LocalMessages[i].Switch, OptionalObject, LocalMessages[i].OptionalObject) ) break; } } if( i == LocalMessagesArrayCount ) { for( i = 0; i < LocalMessagesArrayCount; i++ ) { if( LocalMessages[i].Message == None ) break; } } if( i == LocalMessagesArrayCount ) { for( i = 0; i < LocalMessagesArrayCount - 1; i++ ) LocalMessages[i] = LocalMessages[i+1]; } ClearMessage( LocalMessages[i] ); // Add the local message to the spot. AddLocalizedMessage(i, InMessageClass, CriticalString, Switch, Position, LifeTime, FontSize, DrawColor, MessageCount, OptionalObject); } /** * Add the actual message to the array. Made easier to tweak in a subclass * * @Param Index The index in to the LocalMessages array to place it. * @Param InMessageClass Class of the message * @Param CriticialString String of the message * @Param Switch The message switch * @Param Position Where on the screen is the message * @Param LifeTime How long does this message live * @Param FontSize How big is the message * @Param DrawColor The Color of the message */ function AddLocalizedMessage ( int Index, class<LocalMessage> InMessageClass, string CriticalString, int Switch, float Position, float LifeTime, int FontSize, color DrawColor, optional int MessageCount, optional object OptionalObject ) { LocalMessages[Index].Message = InMessageClass; LocalMessages[Index].Switch = Switch; LocalMessages[Index].EndOfLife = LifeTime + WorldInfo.TimeSeconds; LocalMessages[Index].StringMessage = CriticalString; LocalMessages[Index].LifeTime = LifeTime; LocalMessages[Index].PosY = Position; LocalMessages[Index].DrawColor = DrawColor; LocalMessages[Index].FontSize = FontSize; LocalMessages[Index].Count = MessageCount; LocalMessages[Index].OptionalObject = OptionalObject; } function GetScreenCoords(float PosY, out float ScreenX, out float ScreenY, out HudLocalizedMessage InMessage ) { ScreenX = 0.5 * Canvas.ClipX; ScreenY = (PosY * HudCanvasScale * Canvas.ClipY) + (((1.0f - HudCanvasScale) * 0.5f) * Canvas.ClipY); ScreenX -= InMessage.DX * 0.5; ScreenY -= InMessage.DY * 0.5; } function DrawMessage(int i, float PosY, out float DX, out float DY ) { local float FadeValue; local float ScreenX, ScreenY; FadeValue = FMin(1.0, LocalMessages[i].EndOfLife - WorldInfo.TimeSeconds); Canvas.DrawColor = LocalMessages[i].DrawColor; Canvas.DrawColor.A = FadeValue * Canvas.DrawColor.A; Canvas.Font = LocalMessages[i].StringFont; GetScreenCoords( PosY, ScreenX, ScreenY, LocalMessages[i] ); DX = LocalMessages[i].DX / Canvas.ClipX; DY = LocalMessages[i].DY / Canvas.ClipY; DrawMessageText(LocalMessages[i], ScreenX, ScreenY); LocalMessages[i].Drawn = true; } function DrawMessageText(HudLocalizedMessage LocalMessage, float ScreenX, float ScreenY) { Canvas.SetPos( ScreenX, ScreenY ); Canvas.DrawTextClipped( LocalMessage.StringMessage, false ); } function DisplayLocalMessages() { local float PosY, DY, DX; local int i, j, LocalMessagesArrayCount, AreaMessageCount; local float FadeValue; local int FontSize; // early out if ( LocalMessages[0].Message == None ) return; Canvas.Reset(true); LocalMessagesArrayCount = ArrayCount(LocalMessages); // Pass 1: Layout anything that needs it and cull dead stuff. for( i = 0; i < LocalMessagesArrayCount; i++ ) { if( LocalMessages[i].Message == None ) { break; } LocalMessages[i].Drawn = false; if( LocalMessages[i].StringFont == None ) { FontSize = LocalMessages[i].FontSize + MessageFontOffset; LocalMessages[i].StringFont = GetFontSizeIndex(FontSize); Canvas.Font = LocalMessages[i].StringFont; Canvas.TextSize( LocalMessages[i].StringMessage, DX, DY ); LocalMessages[i].DX = DX; LocalMessages[i].DY = DY; if( LocalMessages[i].StringFont == None ) { WarnInternal("LayoutMessage("$LocalMessages[i].Message$") failed!"); for( j = i; j < LocalMessagesArrayCount - 1; j++ ) LocalMessages[j] = LocalMessages[j+1]; ClearMessage( LocalMessages[j] ); i--; continue; } } FadeValue = (LocalMessages[i].EndOfLife - WorldInfo.TimeSeconds); if( FadeValue <= 0.0 ) { for( j = i; j < LocalMessagesArrayCount - 1; j++ ) LocalMessages[j] = LocalMessages[j+1]; ClearMessage( LocalMessages[j] ); i--; continue; } } // Pass 2: Go through the list and draw each stack: for( i = 0; i < LocalMessagesArrayCount; i++ ) { if( LocalMessages[i].Message == None ) break; if( LocalMessages[i].Drawn ) continue; PosY = LocalMessages[i].PosY; AreaMessageCount = 0; for( j = i; j < LocalMessagesArrayCount; j++ ) { if( LocalMessages[j].Drawn || (LocalMessages[i].PosY != LocalMessages[j].PosY) ) { continue; } DrawMessage( j, PosY, DX, DY ); PosY += DY; AreaMessageCount++; } if ( AreaMessageCount > MaxHUDAreaMessageCount ) { LocalMessages[i].EndOfLife = WorldInfo.TimeSeconds; } } } static function Font GetFontSizeIndex(int FontSize) { if ( FontSize == 0 ) { return class'Engine'.Static.GetTinyFont(); } else if ( FontSize == 1 ) { return class'Engine'.Static.GetSmallFont(); } else if ( FontSize == 2 ) { return class'Engine'.Static.GetMediumFont(); } else if ( FontSize == 3 ) { return class'Engine'.Static.GetLargeFont(); } else { return class'Engine'.Static.GetLargeFont(); } } /* returns Red (0.f) -> Yellow -> Green (1.f) Color Ramp */ static function Color GetRYGColorRamp( float Pct ) { local Color GYRColor; GYRColor.A = 255; if ( Pct < 0.34 ) { GYRColor.R = 128 + 127 * FClamp(3.f*Pct, 0.f, 1.f); GYRColor.G = 0; GYRColor.B = 0; } else if ( Pct < 0.67 ) { GYRColor.R = 255; GYRColor.G = 255 * FClamp(3.f*(Pct-0.33), 0.f, 1.f); GYRColor.B = 0; } else { GYRColor.R = 255 * FClamp(3.f*(1.f-Pct), 0.f, 1.f); GYRColor.G = 255; GYRColor.B = 0; } return GYRColor; } /** * Called when the player owner has died. */ function PlayerOwnerDied() { } /** * Pauses or unpauses the game due to main window's focus being lost. * @param Enable tells whether to enable or disable the pause state */ event OnLostFocusPause(bool Enable) { if ( LostFocusPaused == Enable ) return; if ( WorldInfo.NetMode != NM_Client ) { LostFocusPaused = Enable; PlayerOwner.SetPause(Enable); } } defaultproperties { WhiteColor=(B=255,G=255,R=255,A=255) GreenColor=(B=0,G=255,R=0,A=255) RedColor=(B=0,G=0,R=255,A=255) ProgressFadeTime=1.000000 MOTDColor=(B=255,G=255,R=255,A=255) bShowHUD=True bMessageBeep=True HudCanvasScale=0.950000 ConsoleColor=(B=253,G=216,R=153,A=255) ConsoleMessageCount=4 ConsoleFontSize=5 MaxHUDAreaMessageCount=3 ConsoleMessagePosY=0.800000 DebugDisplay(0)="AI" TickGroup=TG_DuringAsyncWork bHidden=True CollisionType=COLLIDE_CustomDefault Name="Default__HUD" ObjectArchetype=Actor'Engine.Default__Actor' } |
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