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/** * * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. */ class UTWalkerBody_DarkWalker extends UTWalkerBody; /** Light attached to the energy ball. */ var() protected PointLightComponent EnergyBallLight; /** Holds energy ball's material so we can modify parameters. */ var protected transient MaterialInstanceConstant EnergyBallMatInst; /** Current percentage the energy ball is powered. Range [0..1]. */ var private transient float CurrentEnergyBallPowerPct; /** Goal energy ball power percentage (to interpolate towards). Range [0..1]. */ var private transient float GoalEnergyBallPowerPct; /** InterpSpeed (for FInterpTo) used for interpolating the energy ball power up and down. */ var() protected const float EnergyBallPowerInterpSpeed; /** Color for energy ball light in powered-on state. */ var() protected const color EnergyBallLightColor_PoweredOn; /** Color for energy ball light in powered-off state. */ var() protected const color EnergyBallLightColor_PoweredOff; /** Color for blue energy ball light in powered-on state. */ var() protected const color EnergyBallLightColor_PoweredOn_Blue; /** Color for blue energy ball light in powered-off state. */ var() protected const color EnergyBallLightColor_PoweredOff_Blue; /** Brightness for energy ball light in powered-on state. */ var() protected const float EnergyBallLightBrightness_PoweredOn; /** Brightness for energy ball light in powered-off state. */ var() protected const float EnergyBallLightBrightness_PoweredOff; /** Made a parameter because having an = in a name literal is verboten for some reason. */ var protected const Name EnergyBallMaterialParameterName; /** Emitters for beams connecting powerball to shoulders */ var protected ParticleSystemComponent LegAttachBeams[NUM_WALKER_LEGS]; /** Name of beam endpoint parameter in the particle system */ var protected const name LegAttachBeamEndPointParamName; /** ParticleSystem Templates for the Leg beams **/ var protected ParticleSystem PS_LegBeamTemplate; var protected ParticleSystem PS_LegBeamTemplate_Blue; /** Names of the top leg bones. LegAttachBeams will terminate here. */ var protected const name TopLegBoneName[NUM_WALKER_LEGS]; /** 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 PreviousLegLocation[NUM_WALKER_LEGS]; /** camera anim played when foot lands nearby */ var CameraAnim FootStepShake; var float FootStepShakeRadius; function PostBeginPlay() { local int Idx; super.PostBeginPlay(); EnergyBallMatInst = SkeletalMeshComponent.CreateAndSetMaterialInstanceConstant(1); SetEnergyBallPowerPercent(0.f); // attach powerball light to the ball SkeletalMeshComponent.AttachComponent(EnergyBallLight, BodyBoneName); // attach leg attach beam emitters to the ball for (Idx=0; Idx<NUM_WALKER_LEGS; ++Idx) { SkeletalMeshComponent.AttachComponent(LegAttachBeams[Idx], BodyBoneName); } } final protected function SetEnergyBallPowerPercent(float Pct) { local float NewBrightness; local color NewColor; if( WalkerVehicle == none ) { return; } // store it CurrentEnergyBallPowerPct = Pct; // set light color and brightness if( WalkerVehicle.GetTeamNum() == 1 ) { NewColor = EnergyBallLightColor_PoweredOff_Blue + (EnergyBallLightColor_PoweredOn_Blue - EnergyBallLightColor_PoweredOff) * CurrentEnergyBallPowerPct; } else { NewColor = EnergyBallLightColor_PoweredOff + (EnergyBallLightColor_PoweredOn - EnergyBallLightColor_PoweredOff) * CurrentEnergyBallPowerPct; } NewBrightness = EnergyBallLightBrightness_PoweredOff + (EnergyBallLightBrightness_PoweredOn - EnergyBallLightBrightness_PoweredOff) * CurrentEnergyBallPowerPct; //`log( "SetEnergyBallPowerPercent: " $ WalkerVehicle.GetTeamNum() $ " NewBrightness: " $ NewBrightness ); EnergyBallLight.SetLightProperties(NewBrightness, NewColor); // set material param EnergyBallMatInst.SetScalarParameterValue(EnergyBallMaterialParameterName, CurrentEnergyBallPowerPct); } event PlayFootStep(int LegIdx) { local UTPlayerController PC; local float Dist; Super.PlayFootStep(LegIdx); foreach LocalPlayerControllers(class'UTPlayerController', PC) { if (UTVehicleBase(PC.ViewTarget) == None || WalkerVehicle.Seats.Find('SeatPawn', UTVehicleBase(PC.ViewTarget)) == INDEX_NONE) { Dist = VSize(CurrentFootPosition[LegIdx] - PC.ViewTarget.Location); if (Dist < FootStepShakeRadius) { PC.PlayCameraAnim(FootStepShake, 1.0 - (Dist / FootStepShakeRadius)); } } } } function Tick(float DeltaTime) { local float NewPowerPct, NewBrightness; local int Idx; local vector LegLocation; super.Tick(DeltaTime); // ball is powered on when driven, powered off otherwise GoalEnergyBallPowerPct = (WalkerVehicle.bDriving && !WalkerVehicle.bDeadVehicle) ? 1.f : 0.f; if (GoalEnergyBallPowerPct != CurrentEnergyBallPowerPct) { NewPowerPct = FInterpTo(CurrentEnergyBallPowerPct, GoalEnergyBallPowerPct, DeltaTime, EnergyBallPowerInterpSpeed); SetEnergyBallPowerPercent(NewPowerPct); } else if (WalkerVehicle.bDeadVehicle) { // this will fade light to zero after it gets to the zero-energy color NewBrightness = FInterpTo(EnergyBallLight.Brightness, 0.f, DeltaTime, EnergyBallPowerInterpSpeed); EnergyBallLight.SetLightProperties(NewBrightness); EnergyBallMatInst.SetScalarParameterValue(EnergyBallMaterialParameterName, 0.0f); } // set leg attach beam endpoints for (Idx=0; Idx<NUM_WALKER_LEGS; ++Idx) { LegLocation = SkeletalMeshComponent.GetBoneLocation(TopLegBoneName[Idx]); if( VSize(PreviousLegLocation[Idx] - LegLocation) > 1.0f ) { //`log( "Ticking Walker PSC: " $ LegAttachBeams[Idx] ); LegAttachBeams[Idx].SetVectorParameter(LegAttachBeamEndPointParamName, LegLocation ); PreviousLegLocation[Idx] = LegLocation; } } } /** NOTE: this is actually what changes the colors on the PowerOrb on the legs of the Walker **/ simulated function TeamChanged() { local int LegIdx; local ParticleSystem PS_LegBeam; Super.TeamChanged(); if( WalkerVehicle.GetTeamNum() == 1 ) { PS_LegBeam=PS_LegBeamTemplate_Blue; } else { PS_LegBeam=PS_LegBeamTemplate; } for( LegIdx = 0; LegIdx < NUM_WALKER_LEGS; ++LegIdx ) { LegAttachBeams[LegIdx].SetTemplate( PS_LegBeam ); } SetEnergyBallPowerPercent( CurrentEnergyBallPowerPct ); } /** NOTE: this is actually what changes the colors on the PowerOrb on the legs of the Walker **/ simulated function SetBurnOut() { local int LegIdx; Super.SetBurnOut(); for( LegIdx = 0; LegIdx < NUM_WALKER_LEGS; ++LegIdx ) { LegAttachBeams[LegIdx].DeactivateSystem(); } } defaultproperties { Begin Object Class=PointLightComponent Name=Light0 ObjName=Light0 Archetype=PointLightComponent'Engine.Default__PointLightComponent' Radius=300.000000 FalloffExponent=4.000000 CastShadows=False LightingChannels=(BSP=False,Static=False) Name="Light0" ObjectArchetype=PointLightComponent'Engine.Default__PointLightComponent' End Object EnergyBallLight=Light0 EnergyBallPowerInterpSpeed=1.500000 EnergyBallLightColor_PoweredOn=(B=126,G=231,R=250,A=0) EnergyBallLightColor_PoweredOff=(B=10,G=50,R=150,A=0) EnergyBallLightColor_PoweredOn_Blue=(B=217,G=153,R=89,A=0) EnergyBallLightColor_PoweredOff_Blue=(B=150,G=50,R=10,A=0) EnergyBallLightBrightness_PoweredOn=8.000000 EnergyBallLightBrightness_PoweredOff=6.000000 EnergyBallMaterialParameterName="Scalar" Begin Object Class=ParticleSystemComponent Name=LegAttachPSC_0 ObjName=LegAttachPSC_0 Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent' SecondsBeforeInactive=1.000000 Name="LegAttachPSC_0" ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent' End Object LegAttachBeams(0)=LegAttachPSC_0 Begin Object Class=ParticleSystemComponent Name=LegAttachPSC_1 ObjName=LegAttachPSC_1 Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent' SecondsBeforeInactive=1.000000 Name="LegAttachPSC_1" ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent' End Object LegAttachBeams(1)=LegAttachPSC_1 Begin Object Class=ParticleSystemComponent Name=LegAttachPSC_2 ObjName=LegAttachPSC_2 Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent' SecondsBeforeInactive=1.000000 Name="LegAttachPSC_2" ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent' End Object LegAttachBeams(2)=LegAttachPSC_2 LegAttachBeamEndPointParamName="DarkwalkerLegEnd" PS_LegBeamTemplate=ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_PowerBall_Idle' PS_LegBeamTemplate_Blue=ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_PowerBall_Idle_Blue' TopLegBoneName(0)="Leg1_Bone1" TopLegBoneName(1)="Leg2_Bone1" TopLegBoneName(2)="Leg3_Bone1" FootStepShake=CameraAnim'Camera_FX.DarkWalker.C_VH_DarkWalker_Step_Shake' FootStepShakeRadius=1000.000000 Begin Object Class=SkeletalMeshComponent Name=LegMeshComponent ObjName=LegMeshComponent Archetype=SkeletalMeshComponent'UTGame.Default__UTWalkerBody:LegMeshComponent' SkeletalMesh=SkeletalMesh'VH_DarkWalker.Mesh.SK_VH_DarkWalker_Legs' AnimTreeTemplate=AnimTree'VH_DarkWalker.Anims.AT_VH_DarkWalker_Legs' PhysicsAsset=PhysicsAsset'VH_DarkWalker.Mesh.SK_VH_DarkWalker_Legs_Physics_NewLegs' AnimSets(0)=AnimSet'VH_DarkWalker.Anims.K_VH_DarkWalker_Legs' bUpdateJointsFromAnimation=True 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 FootWaterEffect=ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_DarkWalker_Water_Splash' MinStepDist=120.000000 MaxLegReach=750.000000 LegSpreadFactor=0.600000 LandedFootDistSq=2500.000000 FootEmbedDistance=32.000000 bHasCrouchMode=True FootStepEffects(0)=(MaterialType="Dirt",Sound=SoundCue'A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_FootstepCue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",ParticleTemplate=ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_FootImpact_Dust') FootStepEffects(1)=(MaterialType="Snow",Sound=SoundCue'A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_FootstepCue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",ParticleTemplate=ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_FootImpact_Snow') FootStepEffects(2)=(MaterialType="Water",Sound=SoundCue'A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_FootstepCue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",ParticleTemplate=ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_DarkWalker_Water_Splash') FootStepAnimNodeName(0)="Leg0 Step" FootStepAnimNodeName(1)="Leg1 Step" FootStepAnimNodeName(2)="Leg2 Step" Begin Object Class=DynamicLightEnvironmentComponent Name=LegLightEnvironmentComp ObjName=LegLightEnvironmentComp Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTWalkerBody:LegLightEnvironmentComp' ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTWalkerBody:LegLightEnvironmentComp' End Object LegLightEnvironment=LegLightEnvironmentComp Components(0)=LegLightEnvironmentComp Components(1)=LegMeshComponent Components(2)=RB_FootHandle0 Components(3)=RB_FootHandle1 Components(4)=RB_FootHandle2 CollisionComponent=LegMeshComponent Name="Default__UTWalkerBody_DarkWalker" ObjectArchetype=UTWalkerBody'UTGame.Default__UTWalkerBody' } |
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