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

UTGame.UTSimpleDestroyable


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
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */
class UTSimpleDestroyable extends DynamicSMActor
	abstract
	hidecategories(Collision);

/** Should go boom when shot. */
var()	bool	bDestroyOnDamage;

/** Should go boom when a player walks over it. */
var()	bool	bDestroyOnPlayerTouch;

/** Should go boom when a vehicle drives over it. */
var()	bool	bDestroyOnVehicleTouch;

/** Mesh to switch to when destroyed. */
var()	StaticMesh				MeshOnDestroy;

/** Sound to play when destroyed. */
var()	SoundCue				SoundOnDestroy;

/** Particles to play when destroyed. */
var()	ParticleSystem			ParticlesOnDestroy;

/** Static mesh to spawn as physics object when destroyed. */
var()	StaticMesh				SpawnPhysMesh;

/** How long the spawned physics object should last. */
var()	float					SpawnPhysMeshLifeSpan;

/** Initial linear velocity for spawned physics object. */
var()	vector					SpawnPhysMeshLinearVel;

/** initial angular velocity for spawned physics object. */
var()	vector					SpawnPhysMeshAngularVel;

/** Time between being destroyed and respawning. */
var()	float					RespawnTime;

/** Used to remember what mesh to set us back to when respawned. */
var		StaticMesh				RespawnStaticMesh;

/** Whether we are currently in the destroyed state. */
var		bool					bDestroyed;

/** Time before we are going to respawn. */
var		float					TimeToRespawn;

/** Used to shut down actor on the server to reduce overhead. */
simulated function PostBeginPlay()
{
	Super.PostBeginPlay();

	// Remember what mesh we
	RespawnStaticMesh = StaticMeshComponent.StaticMesh;

	// If this is on dedicated server 
	if(WorldInfo.NetMode == NM_DedicatedServer)
	{
		SetCollision(FALSE, FALSE);
		DetachComponent(StaticMeshComponent);
		BeginState('IgnoreItAll');
	}
}

/** Do actual explosion. */
simulated function GoBoom()
{
	local UTSD_SpawnedKActor PhysMesh;

	// Swap/hide the mesh
	if(MeshOnDestroy != None)
	{
		StaticMeshComponent.SetStaticMesh(MeshOnDestroy);
	}
	else
	{
		StaticMeshComponent.SetStaticMesh(None);
		DetachComponent(StaticMeshComponent);
	}

	// Fire particles
	if(ParticlesOnDestroy != None)
	{
		WorldInfo.MyEmitterPool.SpawnEmitter(ParticlesOnDestroy, Location, Rotation);
	}

	// Play sound
	if(SoundOnDestroy != None)
	{
		PlaySound(SoundOnDestroy, TRUE);
	}

	// Spawn physics mesh
	if(SpawnPhysMesh != None)
	{
		PhysMesh = spawn(class'UTSD_SpawnedKActor',,,Location, Rotation);
		PhysMesh.StaticMeshComponent.SetStaticMesh(SpawnPhysMesh);
		PhysMesh.StaticMeshComponent.SetRBLinearVelocity(SpawnPhysMeshLinearVel, FALSE);
		PhysMesh.StaticMeshComponent.SetRBAngularVelocity(SpawnPhysMeshAngularVel, FALSE);
		PhysMesh.StaticMeshComponent.WakeRigidBody();

		// Have it collide with the world but thats it (ie not vehicles or players)
		PhysMesh.SetCollision(FALSE, FALSE);
		PhysMesh.StaticMeshComponent.SetRBChannel(RBCC_Nothing);
		PhysMesh.StaticMeshComponent.SetRBCollidesWithChannel(RBCC_Default, TRUE);

		// Set lifespan
		PhysMesh.LifeSpan = SpawnPhysMeshLifeSpan;
	}

	bDestroyed = TRUE;
	TimeToRespawn = RespawnTime;
	SetTimer(1.0, TRUE, 'CheckRespawn');
}

/** Put destructible back into pre-destroyed state. */
simulated function RespawnDestructible()
{
	// Reset static mesh and re-attach component.
	StaticMeshComponent.SetStaticMesh(RespawnStaticMesh);
	if(!StaticMeshComponent.bAttached)
	{
		AttachComponent(StaticMeshComponent);
	}

	bDestroyed = FALSE;
}

/** Called when shot. */
simulated function TakeDamage(int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
{
	if(!bDestroyed && bDestroyOnDamage)
	{
		GoBoom();
	}
}

/** Called when overlapped by car/player */
simulated function Touch(Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal)
{
	// Ignore if destroyed.
	if(bDestroyed)
	{
		return;
	}

	if( Vehicle(Other) != None )
	{
		if(bDestroyOnVehicleTouch)
		{
			GoBoom();
		}
	}
	else
	{
		if(bDestroyOnPlayerTouch)
		{
			GoBoom();
		}
	}
}

/** Used to countdown to respawn. */
simulated event CheckRespawn()
{
	// If destroyed, countdown to respawn.
	if(bDestroyed)
	{
		TimeToRespawn -= 1.0;

		if(TimeToRespawn < 0.f && (StaticMeshComponent.LastRenderTime < WorldInfo.TimeSeconds - 1.0f))
		{
			RespawnDestructible();
			ClearTimer('CheckRespawn');
		}
	}
}

/** State used to stop anything from happening on dedicated server. */
state IgnoreItAll
{
	ignores Touch, TakeDamage, Tick;
}

defaultproperties
{
   bDestroyOnDamage=True
   bDestroyOnPlayerTouch=True
   bDestroyOnVehicleTouch=True
   SpawnPhysMeshLifeSpan=5.000000
   RespawnTime=30.000000
   Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent0 Archetype=StaticMeshComponent'Engine.Default__DynamicSMActor:StaticMeshComponent0'
      LightEnvironment=DynamicLightEnvironmentComponent'UTGame.Default__UTSimpleDestroyable:MyLightEnvironment'
      bUseAsOccluder=False
      CastShadow=False
      BlockActors=False
      ObjectArchetype=StaticMeshComponent'Engine.Default__DynamicSMActor:StaticMeshComponent0'
   End Object
   StaticMeshComponent=StaticMeshComponent0
   Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicSMActor:MyLightEnvironment'
      bDynamic=False
      bEnabled=True
      ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicSMActor:MyLightEnvironment'
   End Object
   LightEnvironment=MyLightEnvironment
   Components(0)=MyLightEnvironment
   Components(1)=StaticMeshComponent0
   bNoDelete=True
   bCollideActors=True
   bProjTarget=True
   bPathColliding=False
   CollisionComponent=StaticMeshComponent0
   CollisionType=COLLIDE_CustomDefault
   Name="Default__UTSimpleDestroyable"
   ObjectArchetype=DynamicSMActor'Engine.Default__DynamicSMActor'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: tr 31-1-2018 17:18:48.000 - Creation time: sk 18-3-2018 10:01:25.170 - Created with UnCodeX