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/** * class SequenceEvent * * Sequence event is a representation of any event that * is used to instigate a sequence. * * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class SequenceEvent extends SequenceOp native(Sequence) abstract; cpptext { // USequenceObject interface virtual void DrawSeqObj(FCanvas* Canvas, UBOOL bSelected, UBOOL bMouseOver, INT MouseOverConnType, INT MouseOverConnIndex, FLOAT MouseOverTime); virtual FIntRect GetSeqObjBoundingBox(); FIntPoint GetCenterPoint(FCanvas* Canvas); virtual UBOOL CheckActivate(AActor *InOriginator, AActor *InInstigator, UBOOL bTest=FALSE, TArray<INT>* ActivateIndices = NULL, UBOOL bPushTop = FALSE); /** * Adds an error message to the map check dialog if this SequenceEvent's EventActivator is bStatic */ #if WITH_EDITOR virtual void CheckForErrors(); #endif /** * This is a debug version of ActivateEvent which can be used by automated testing tools to Activate * an event for testing purposes. **/ virtual void DebugActivateEvent(AActor *InOriginator, AActor *InInstigator, TArray<INT> *ActivateIndices = NULL); virtual UBOOL RegisterEvent(); /** * Fills in the value of the "Instigator" VariableLink */ virtual void InitializeLinkedVariableValues(); virtual void OnExport() { Super::OnExport(); Originator = NULL; Instigator = NULL; } /** * Returns whether this SequenceObject can exist in a sequence without being linked to anything else (i.e. does not require * another sequence object to activate it) */ virtual UBOOL IsStandalone() const { return TRUE; } virtual FString GetDisplayTitle() const; virtual void ActivateEvent(AActor *InOriginator, AActor *InInstigator, TArray<INT> *ActivateIndices = NULL, UBOOL bPushTop = FALSE, UBOOL bFromQueued = FALSE); } //========================== // Base variables /** List of events that are in-place duplicates of this event, used to relay messages. */ var array<SequenceEvent> DuplicateEvts; /** Originator of this event, set at editor time. Usually the actor that this event is attached to. */ var Actor Originator; /** * Instigator of the event activation, or the actor that caused the event to be activated. Can vary depending * on the type of event. */ var Actor Instigator; /** Last time this event was activated at */ var float ActivationTime; /** Number of times this event has been activated */ var int TriggerCount; /** How many times can this event be activated, 0 for infinite */ var() int MaxTriggerCount; /** Delay between allowed activations */ var() float ReTriggerDelay; /** Is this event currently enabled? */ var() bool bEnabled; /** Used by event managers (such as DialogueManager) to help filter out events that occur at same time */ var() Byte Priority; /** Require this event to be activated by a player? */ var() bool bPlayerOnly; /** Editor only, max width of the title bar? */ var int MaxWidth; /** Has this event been successfully register? */ var transient bool bRegistered; /** if true, this event (and therefore all linked actions) is triggered on the client instead of the server * use for events that don't affect gameplay * @note: direct references to level placed actors used by client side events/actions require that the actors have * bStatic or bNoDelete set; otherwise the reference will be NULL on the client */ var() const bool bClientSideOnly; /** * Called when the sequence that contains this event is initialized (@see USequence::InitializeSequence). For events * attached to actors, this will occur at level startup (@see USequence::BeginPlay()) */ event RegisterEvent(); /** * Checks if this event could be activated, and if bTest == false * then the event will be activated with the specified actor as the * instigator. * * @param inOriginator - actor to use as the originator * * @param inInstigator - actor to use as the instigator * * @param bTest - if true, then the event will not actually be * activated, only tested for success * * @param ActivateIndices - array of indices of output links to activate * if the event is activated. If unspecified, the default * is to activate all of them. * @param bPushTop - if true and the event is activated, * adds it to the top of the stack (meaning it will be executed first), rather than the bottom * * @return true if this event can be activated, or was activate if !bTest */ native noexport final function bool CheckActivate(Actor inOriginator, Actor inInstigator, optional bool bTest, optional const out array<int> ActivateIndices, optional bool bPushTop); /* Reset() - reset to initial state - used when restarting level without reloading */ function Reset() { // reset triggering related properties so that we may be triggered the maximum number of times again ActivationTime = 0.f; TriggerCount = 0; Instigator = None; } /** * Called once this event is toggled via SeqAct_Toggle. */ event Toggled() { } defaultproperties { ObjColor=(R=255,G=0,B=0,A=255) MaxTriggerCount=1 bEnabled=true bPlayerOnly=true bAutoActivateOutputLinks=false InputLinks.Empty VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Instigator",bWriteable=true) } |
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