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Engine.SeqAct_ActorFactory

Extends
SeqAct_Latent
Modifiers
native ( Sequence )

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.SequenceObject
   |   
   +-- Engine.SequenceOp
      |   
      +-- Engine.SequenceAction
         |   
         +-- Engine.SeqAct_Latent
            |   
            +-- Engine.SeqAct_ActorFactory

Direct Known Subclasses:

SeqAct_ActorFactoryEx, SeqAct_ProjectileFactory

Variables Summary
boolbIsSpawning
intLastSpawnIdx
floatRemainingDelay
intSpawnedCount
SeqAct_ActorFactory
boolbCheckSpawnCollision
boolbEnabled
ActorFactoryFactory
EPointSelectionPointSelection
intSpawnCount
floatSpawnDelay
array<vector>SpawnLocations
array<vector>SpawnOrientations
array<Actor>SpawnPoints
Inherited Variables from Engine.SeqAct_Latent
bAborted, LatentActors
Inherited Variables from Engine.SequenceAction
bCallHandler, HandlerName, Targets

Enumerations Summary
EPointSelection
PS_Normal, PS_Random, PS_Reverse,

Functions Summary
eventint GetObjClassVersion ()))
Inherited Functions from Engine.SeqAct_Latent
AbortFor, Update


Variables Detail

bIsSpawning Source code

var bool bIsSpawning;
Is this factory currently in the process of spawning?

LastSpawnIdx Source code

var int LastSpawnIdx;
Last index used to spawn at, for PS_Normal/PS_Reverse

RemainingDelay Source code

var float RemainingDelay;
Remaining time before attempting the next spawn

SpawnedCount Source code

var int SpawnedCount;
Number of actors spawned so far

SeqAct_ActorFactory

bCheckSpawnCollision Source code

var(SeqAct_ActorFactory) bool bCheckSpawnCollision;
Prevent spawning at locations with bBlockActors

bEnabled Source code

var(SeqAct_ActorFactory) bool bEnabled;
Is this factory enabled?

Factory Source code

var(SeqAct_ActorFactory) export editinline ActorFactory Factory;
Type of actor factory to use when creating the actor

PointSelection Source code

var(SeqAct_ActorFactory) EPointSelection PointSelection;
Method of spawn point selection

SpawnCount Source code

var(SeqAct_ActorFactory) int SpawnCount;
Number of actors to create

SpawnDelay Source code

var(SeqAct_ActorFactory) float SpawnDelay;
Delay applied after creating an actor before creating the next one

SpawnLocations Source code

var(SeqAct_ActorFactory) array<vector> SpawnLocations;
The position where Objects will be spawned, if SpawnPoints is empty

SpawnOrientations Source code

var(SeqAct_ActorFactory) array<vector> SpawnOrientations;
The orientation of spawned Objects, if SpawnPoints is empty

SpawnPoints Source code

var(SeqAct_ActorFactory) array<Actor> SpawnPoints;
Set of points where Objects will be spawned


Enumerations Detail

EPointSelection Source code

enum EPointSelection
{
PS_Normal, PS_Random, PS_Reverse,
};
Checks any of the bEnabled inputs and sets the new value.


Functions Detail

GetObjClassVersion Source code

static event int GetObjClassVersion ( ) )
Return the version number for this class. Child classes should increment this method by calling Super then adding a individual class version to the result. When a class is first created, the number should be 0; each time one of the link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of Super.GetObjClassVersion() should be incremented by 1.
@return the version number for this specific class.


Defaultproperties

defaultproperties
{
	ObjName="Actor Factory"
	ObjCategory="Actor"

	InputLinks(0)=(LinkDesc="Spawn Actor")
	InputLinks(1)=(LinkDesc="Enable")
	InputLinks(2)=(LinkDesc="Disable")
	InputLinks(3)=(LinkDesc="Toggle")

	VariableLinks.Empty
	VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Spawn Point",PropertyName=SpawnPoints)
	VariableLinks(1)=(ExpectedType=class'SeqVar_Object',LinkDesc="Spawned",MinVars=0,bWriteable=true)
	VariableLinks(2)=(ExpectedType=class'SeqVar_Int',LinkDesc="Spawn Count",PropertyName=SpawnCount)
	VariableLinks(3)=(ExpectedType=class'SeqVar_Vector',LinkDesc="Spawn Location",PropertyName=SpawnLocations)
	VariableLinks(4)=(ExpectedType=class'SeqVar_Vector',LinkDesc="Spawn Direction",PropertyName=SpawnOrientations)

	SpawnCount=1
	SpawnDelay=0.5f
	bCheckSpawnCollision=TRUE
	LastSpawnIdx=-1
	bEnabled=TRUE
}

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Creation time: ti 22-3-2011 19:56:55.964 - Created with UnCodeX