SpatialFear.SFFixedCamera

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//=============================================================================
// Spatial Fear
// Class: SFFixedCamera
// Description:	Extends StationaryPawn and changes the view to a 3rd person view from the 
// camera position.
//	Has to be used with a trigger. In a trigger operation the cameras track target
//	is set to the eventInstigator of the trigger action. In an untrigger operation the view
//	is switched back to 1st person.
//	If enabled, the camera will follow it's targets position with the specified "RotationRate" speed.
//
//  See below for class properties.
//
//  Interesing base class setting: 	RotationRate, defaults to (Pitch=6000,Yaw=6000,Roll=6000)
//  This is a rotator, that determines the tracking speed used during every tracking intervall(see
//  below for tracking interval). So using higher values will result in faster tracking movement.
//  Combined with a lower tracking interval rate a smoot motion should be producable.
//
// Author: Markus Nuebel
//=============================================================================
class SFFixedCamera extends StationaryPawn;

var Actor Target; // Private. Stores a reference to our target once we have one.
var (FixedCamera) bool bTrackTarget; // Enables/Disables tracking of the pawn during the 3rd person view. Default: true.
var (FixedCamera) class <Pawn>clsTrackedObject; // Class of objects to track. Default: Engine.PlayerPawn
//var (FixedCamera) float fTrackingInterval; //Tracking interval.  Default is 0.5 (half a second). Smaller values will result in a smoother tracking.

// Called when triggered
event Trigger(Actor Other, Pawn eventInstigator)
{
	//class'SFUtils'.Static.sfLogEx(15,"SFFixedCamera::Trigger: Other[0] " $ Other.Touching[0].name $ "Other[1] " $ Other.Touching[1].name $ "Other[2] " $ Other.Touching[2].name $ "Other[3] " $ Other.Touching[3].name);

	if(None != eventInstigator)
	{
		if( ClassIsChildOf(eventInstigator.class, clsTrackedObject) )
//		if( eventInstigator.IsA('PlayerPawn') )
		{
			Super.Trigger(Other, eventInstigator);

			// Set target to track
			Target = eventInstigator;

			// Change the view
			changeView(eventInstigator);

			// Activate tracking
			if(bTrackTarget)
				startTracking();
		}
	}
	
	// Call to base class
	Super.Trigger(Other, eventInstigator);
}

// Called when untriggered
event UnTrigger(Actor Other, Pawn eventInstigator)
{
	if(None != Target)
		// Switch back view
		PlayerPawn(Target).ViewTarget = NONE;

	// Call to base class
	Super.UnTrigger(Other, eventInstigator);
}

// Changes the view by setting the camera location.
// If the instigator is a player pawn the camera is set
// on this instigaor, otherwise it is searched for
// the first PlayerPawn to find.
function changeView(Pawn eventInstigator)
{
	local	PlayerPawn		A;

	if(eventInstigator.IsA('PlayerPawn'))
			PlayerPawn(eventInstigator).ViewTarget = self;
	else
	{
		// Find the first PlayerPawn
		foreach	AllActors ( class'PlayerPawn', A,)
		{
			if(none != A)
				A.ViewTarget = self;
		}
	}
}

// Enables the tracking of the camera
function startTracking()
{
	local rotator rotStartDir;

	// Set initial rotation
    rotStartDir = rotator(Target.Location - Location);
    rotStartDir.Roll = Rotation.Roll;
	SetRotation(rotStartDir);
	DesiredRotation = rotStartDir;

	// Start tracking
	GotoState('Tracking');
}

// The Tracking state checks to make sure our Target is still valid
// and then uses DesiredRotation to keep in the camera facing them.
// By setting DesiredRotation and RotationRate you can have the
// engine automatically rotate to a new direction.
state Tracking
{
	function Tick( float DeltaTime )
	{
		if (PlayerPawn(Target).ViewTarget == NONE)
		{
		  GotoState('Idle');
		  return;
		}

		DesiredRotation = rotator(Target.Location - Location);
		DesiredRotation.Roll = Rotation.Roll;
	}

  function Timer()
  {
  }

Begin:
  // SetTimer(fTrackingInterval, true); // Currently disabled, we are using constant tracking
  SetPhysics(PHYS_Rotating);
}

// The idle state has nothing to do
auto state Idle
{
}

//	fTrackingInterval=0.1

defaultproperties
{
     bTrackTarget=True
     clsTrackedObject=Class'Engine.PlayerPawn'
     bHidden=True
     bIsPawn=False
     DrawType=DT_Sprite
     bCollideActors=False
     bCollideWorld=False
     bBlockActors=False
     bBlockPlayers=False
     bProjTarget=False
     RotationRate=(Pitch=6000,Yaw=6000,Roll=6000)
}

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:44 PM
Created with UnCodeX