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

UTGame.UTWalkerBody_Scavenger


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
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
/**
 *
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */

class UTWalkerBody_Scavenger extends UTWalkerBody
	native(Vehicle)
	abstract;

//var	RB_Handle			PawnGrabber[3];
var bool				bIsInBallMode;

/** Have the feet been released by a jump or ballmode */
var bool				bAreFeetReleased;

/** Names of the anim nodes for playing the step anim for a leg.  Used to fill in FootStepAnimNode array. */
var const name			BallAnimNodeName[NUM_WALKER_LEGS];
/** Refs to AnimNodes used for playing step animations */
var AnimNode			BallAnimNode[NUM_WALKER_LEGS];
/** ref to AnimNode for extending/retracting the legs */
var AnimNodeBlendList	RetractionBlend;

/** The beams attaching the legs to the shield */
var ParticleSystemComponent LegAttachBeams[NUM_WALKER_LEGS];
var ParticleSystemComponent OrbConnectionEffect[NUM_WALKER_LEGS];

/** Names of the top leg bones.  LegAttachBeams will terminate here. */
var protected const name	TopLegSocketName[NUM_WALKER_LEGS];
/** Name of beam endpoint parameter in the particle system */
var protected const name	LegAttachBeamEndPointParamName;
/** radius around the body in which the arm attachments will rotate */
var float ShieldRadius;

/** These keep the previous location of the legs and body so that we don't have to do expensive line traces if we have actually not moved their position **/
var protected vector PreviousCenterOfWalkerLocation;
var protected vector PreviousLegLocation[NUM_WALKER_LEGS];

/** Spin Attack desired/current orientation normals */
var Vector DesiredSurfaceNormal;
var Vector CurrentSurfaceNormal;

/** Spin Attack current absolute accrued rotation */
var int SpinRotation;
/** Spin Attack rate of speed */
var int	SpinRate;

var name RetractionBlendName;
var name SphereCenterName;

// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)

/** Set physics to Phys_None */
native function SetPhysicsOff();

/** Set physics back to rigid bodies */
native function SetPhysicsOn();

function PlayDying()
{
	if(!bIsInBallMode)
	{
		UTVehicle_Scavenger(WalkerVehicle).BallStatus.bIsInBallmode = TRUE;
		UTVehicle_Scavenger(WalkerVehicle).BallStatus.bBoostOnTransition = FALSE;
		UTVehicle_Scavenger(WalkerVehicle).BallModeTransition();
	}
}

function PostBeginPlay()
{
	local int Idx;

	Super.PostBeginPlay();

	for (Idx=0; Idx<NUM_WALKER_LEGS; ++Idx)
	{
		// cache refs to footstep anims
		BallAnimNode[Idx] = SkeletalMeshComponent.FindAnimNode(FootStepAnimNodeName[Idx]);
	}

	//Blend node between extended/retracted/walking legs
	RetractionBlend = AnimNodeBlendList(SkeletalMeshComponent.FindAnimNode(RetractionBlendName));
}

simulated event OnAnimEnd(AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)
{
	local int LegIdx;

	if (SeqNode.AnimSeqName == 'retractlegs')
	{
		SkeletalMeshComponent.PhysicsWeight = 0.f;

        //No more constraints, shoulders are free to move as needed
		for (LegIdx=0; LegIdx<NUM_WALKER_LEGS; ++LegIdx)
		{
			FootConstraints[LegIdx].ReleaseComponent();
			ShoulderSkelControl[LegIdx].SetSkelControlActive(FALSE);
			IgnoreFoot[LegIdx] = 1;
		}
		
		bAreFeetReleased = TRUE;

		Cloak(true);
	}
	else if (SeqNode.AnimSeqName == 'extendlegs')
	{
        //Legs are all the way back out
		SetPhysicsOn();
	}
	else
	{
		Super.OnAnimEnd(SeqNode, PlayedTime, ExcessTime);
	}
}

simulated function RetractLegs()
{
    //Legs are beginning to retract
	//Transition to the retraction animation
	RetractionBlend.SetActiveChild(1, 0.1);
	RetractionBlend.Children[1].Anim.PlayAnim(false, 1.2f);

	//Legs are hidden after the animation is finished
    SetPhysicsOff();
}

simulated function ExtendLegs()
{											
	//Transition from retracting legs to extending legs immediately
	RetractionBlend.SetActiveChild(2, 0.0f);

	//Transition back to the walking animation
	RetractionBlend.Children[2].Anim.PlayAnim(FALSE, 1.0f);
	RetractionBlend.SetActiveChild(0, 0.5);

	//Unhide the legs
	Cloak(FALSE);
}

simulated event OnJump()
{
	local int LegIdx;

	//Disable the legs from their constraints
	for (LegIdx=0; LegIdx<3; LegIdx++)
	{
		IgnoreFoot[LegIdx] = 1;
	}

	bAreFeetReleased = TRUE;
}

simulated event OnLanded()
{
	//Catchall in case we never have a downward velocity on jump or the jump is too short
	if (bAreFeetReleased && !UTVehicle_Scavenger(WalkerVehicle).BallStatus.bIsInBallmode &&
		FootConstraints[0].GrabbedComponent == None && 
		FootConstraints[1].GrabbedComponent == None && 
		FootConstraints[2].GrabbedComponent == None)
	{
		InitFeetOnLanding();
		bAreFeetReleased = FALSE;
	}
}

simulated event Cloak(bool bIsEnabled)
{
	SetHidden(bIsEnabled);
}

/** 
 * Called when the actor falls out of the world 'safely' (below KillZ and such) 
 * Overridden here to bind the lifetime of the walker legs to the Scavenger vehicle itself
 */
simulated event FellOutOfWorld(class<DamageType> dmgType)
{
}

defaultproperties
{
   Begin Object Class=SkeletalMeshComponent Name=LegMeshComponent ObjName=LegMeshComponent Archetype=SkeletalMeshComponent'UTGame.Default__UTWalkerBody:LegMeshComponent'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWalkerBody:LegMeshComponent'
   End Object
   SkeletalMeshComponent=LegMeshComponent
   Begin Object Class=UTWalkerStepHandle Name=RB_FootHandle0 ObjName=RB_FootHandle0 Archetype=UTWalkerStepHandle'UTGame.Default__UTWalkerBody:RB_FootHandle0'
      ObjectArchetype=UTWalkerStepHandle'UTGame.Default__UTWalkerBody:RB_FootHandle0'
   End Object
   FootConstraints(0)=RB_FootHandle0
   Begin Object Class=UTWalkerStepHandle Name=RB_FootHandle1 ObjName=RB_FootHandle1 Archetype=UTWalkerStepHandle'UTGame.Default__UTWalkerBody:RB_FootHandle1'
      ObjectArchetype=UTWalkerStepHandle'UTGame.Default__UTWalkerBody:RB_FootHandle1'
   End Object
   FootConstraints(1)=RB_FootHandle1
   Begin Object Class=UTWalkerStepHandle Name=RB_FootHandle2 ObjName=RB_FootHandle2 Archetype=UTWalkerStepHandle'UTGame.Default__UTWalkerBody:RB_FootHandle2'
      ObjectArchetype=UTWalkerStepHandle'UTGame.Default__UTWalkerBody:RB_FootHandle2'
   End Object
   FootConstraints(2)=RB_FootHandle2
   StepStageTimes(0)=0.450000
   StepStageTimes(1)=0.100000
   StepStageTimes(2)=0.500000
   MinStepDist=100.000000
   MaxLegReach=475.000000
   LegSpreadFactor=0.650000
   LandedFootDistSq=2500.000000
   FootEmbedDistance=16.000000
   FootPosVelAdjScale(0)=0.150000
   FootPosVelAdjScale(1)=0.150000
   FootPosVelAdjScale(2)=0.150000
   FootStepAnimNodeName(0)="Leg0 Step"
   FootStepAnimNodeName(1)="Leg1 Step"
   FootStepAnimNodeName(2)="Leg2 Step"
   FootStepStartLift=300.000000
   FootStepEndLift=100.000000
   Begin Object Class=DynamicLightEnvironmentComponent Name=LegLightEnvironmentComp ObjName=LegLightEnvironmentComp Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTWalkerBody:LegLightEnvironmentComp'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTWalkerBody:LegLightEnvironmentComp'
   End Object
   LegLightEnvironment=LegLightEnvironmentComp
   MaxFootStepEffectDist=3000.000000
   Components(0)=LegLightEnvironmentComp
   Components(1)=LegMeshComponent
   Components(2)=RB_FootHandle0
   Components(3)=RB_FootHandle1
   Components(4)=RB_FootHandle2
   CollisionComponent=LegMeshComponent
   Name="Default__UTWalkerBody_Scavenger"
   ObjectArchetype=UTWalkerBody'UTGame.Default__UTWalkerBody'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: tr 31-1-2018 17:18:28.000 - Creation time: sk 18-3-2018 10:01:29.761 - Created with UnCodeX