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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTSeqAct_TutorialMsg extends SequenceAction native; /** The Message to display. You can enter it directly here or use markup */ var() string TutorialMessage; var() surface TutorialImage; // TODO: Add this to the custom scene var transient UTUIScene_TutorialMessage Scene; var transient bool bFinished; // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** Set the local player value on the scene. */ native final function LocalPlayer GetFirstLocalPlayer(); event Activated() { local GameUISceneClient SC; local UIScene S; local String DisplayMessage; local LocalPlayer LP; local bool bHasScene; bHasScene = false; bFinished = false; if( len( TutorialMessage ) > 0 ) { SC = class'UIRoot'.static.GetSceneClient(); if (SC != none ) { LP = GetFirstLocalPlayer(); SC.OpenScene(class'UTGameUISceneClient'.Default.TutorialTemplate,LP,S); Scene = UTUIScene_TutorialMessage(S); if ( Scene != none ) { DisplayMessage = "<Strings:UTGameUI.Tutorials." $ TutorialMessage $ ">"; Scene.SetValue(DisplayMessage); Scene.OnSceneDeactivated = OnSceneDeactivated; bHasScene = true; } } } // We complete instantly unless we have a tutorial message UI scene to display if( !bHasScene ) { bFinished = true; OutputLinks[0].bHasImpulse = true; } } function OnSceneDeactivated( UIScene DeactivatedScene ) { if ( DeactivatedScene == Scene ) { bFinished = true; OutputLinks[0].bHasImpulse = true; Scene = none; } } /** * Determines whether this class should be displayed in the list of available ops in the level kismet editor. * * @return TRUE if this sequence object should be available for use in the level kismet editor */ event bool IsValidLevelSequenceObject() { return true; } defaultproperties { bCallHandler=False bLatentExecution=True bAutoActivateOutputLinks=False OutputLinks(0)=(LinkDesc="Success") ObjName="Set Tutorial Message" ObjCategory="Tutorials" Name="Default__UTSeqAct_TutorialMsg" ObjectArchetype=SequenceAction'Engine.Default__SequenceAction' } |
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