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

Engine.SeqEvent_Touch


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
previous class      next class frames      no frames
Class file time: tr 31-1-2018 17:18:08.000 - Creation time: sk 18-3-2018 10:01:13.914 - Created with UnCodeX