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 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 |
/** * Activated when an actor touches another actor. Will be called on both actors, first on the actor that * was originally touched, then on the actor that did the touching * * Originator: the actor that owns this event * Instigator: the actor that was touched * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class SeqEvent_Touch extends SequenceEvent native(Sequence); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) //========================== // Base variables /** List of class types that are considered valid for this event */ var(TouchTypes) array<class<Actor> > ClassProximityTypes<AllowAbstract>; /** List of class types that are considered valid for this event */ var(TouchTypes) array<class<Actor> > IgnoredClassProximityTypes<AllowAbstract>; /** Force the player to be overlapping at the time of activation? */ var() bool bForceOverlapping; /** * Use Instigator, not actual Actor. * For projectiles, it returns the instigator. */ var() bool bUseInstigator; /** whether dead (Health < 0) pawns can be considered touching */ var() bool bAllowDeadPawns; /** List of all actors that have activated this touch event, so that untouch may be properly fired. */ var array<Actor> TouchedList; native noexport final function bool CheckTouchActivate(Actor InOriginator, Actor InInstigator, optional bool bTest); native noexport final function bool CheckUnTouchActivate(Actor InOriginator, Actor InInstigator, optional bool bTest); event Toggled() { local int Idx; // if now enabled if (bEnabled) { // check activation for everything currently touching the originator if (Originator != None) { for (Idx = 0; Idx < Originator.Touching.Length; Idx++) { CheckTouchActivate(Originator,Originator.Touching[Idx]); } } } else { // otherwise clear the touched list TouchedList.Length = 0; } } /** notification that the given Pawn has died while touching an Actor with this event connected to it * @param P - the pawn that died */ function NotifyTouchingPawnDied(Pawn P) { if (!bAllowDeadPawns) { CheckUnTouchActivate(Originator, P); } } defaultproperties { ClassProximityTypes(0)=Class'Engine.Pawn' bForceOverlapping=True ReTriggerDelay=0.100000 OutputLinks(0)=(LinkDesc="Touched") OutputLinks(1)=(LinkDesc="UnTouched") ObjName="Touch" ObjCategory="Physics" Name="Default__SeqEvent_Touch" ObjectArchetype=SequenceEvent'Engine.Default__SequenceEvent' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |