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 | //============================================================================= // Spatial Fear // Name: SFSeqTrigger // Description: This is a subclass of a trigger and is used to specify the sequence number // for this trigger. A SFSeqTrigger is linked to a SFSeqCounter by the appropriate use of the // CounterEvent/Tag pairs. The SFSeqCounter with a matching tag will be trigged from this class. // // Remark: !!Since this class uses a custom event you won't see a connecting line in UED. // // Author: Markus Nuebel //============================================================================= class SFSeqTrigger extends Trigger; // Sequence number var (Sequence) int Sequence; // Sequence number starting with zero var (Sequence) float fFloatFreezeTimeAfterTouch; // Freeze time after touch, prevents multiple touch event when moving very slowly over the trigger. Defaults to 2.0 secs. var (Events) name CounterEvent; // Special event sent to trigger a SFSeqCounter, must match the tag of a SFSeqCounter. var bool bFreeze; // private. // Called from a SFSeqTrigger function FireCounterEvent(actor Other, bool bUntrigger) { local SFSeqCounter A; local pawn instigator; //class'SFUtils'.Static.sfLogEx(10,"FireEventCounter"); //Check freeze state if(bFreeze) return; if(CounterEvent != '') { // Fire event on all SFSeqCounters assigned to this trigger foreach AllActors( class 'SFSeqCounter', A ) { if(A.IsA('SFSeqCounter')) { // Find all matching tiggers for this counter if(A.Tag == CounterEvent) { if(!bUntrigger) { //class'SFUtils'.Static.sfLogEx(10,"Sending trigger event to " $ string(A.name)); instigator = pawn(Other); A.TriggerCounter(Sequence, self, instigator); bFreeze=true; SetTimer(fFloatFreezeTimeAfterTouch, false); } else { //class'SFUtils'.Static.sfLogEx(10,"Sending UNTRIGGER event to " $ string(A.name)); A.UnTrigger( Other, Other.Instigator ); } } } } } } // Timer event, used to reset freeze state. event timer() { //class'SFUtils'.Static.sfLogEx(10,"Timer"); Super.Timer(); bFreeze=false; //class'SFUtils'.Static.sfLogEx(10,"Reset freeze state."); } // Called when something touches the trigger. function Touch(actor Other) { local actor A; //class'SFUtils'.Static.sfLogEx(10,"Touch"); if( IsRelevant( Other ) ) { if ( ReTriggerDelay > 0 ) { class'SFUtils'.Static.sfLogEx(10,"ReTrigger Delay > 0"); if ( Level.TimeSeconds - TriggerTime < ReTriggerDelay ) return; TriggerTime = Level.TimeSeconds; } FireCounterEvent(Other, false); } // Call to base class Super.Touch(Other); } // Called when something untouches the trigger function UnTouch( actor Other ) { local actor A; if( IsRelevant( Other ) ) { // Untrigger all matching actors. FireCounterEvent(Other, true); } // Call to base class Super.UnTouch(Other); } // Called when something triggers the counter function Trigger(actor Other, pawn EventInstigator) { local actor A; if( IsRelevant( Other ) ) { // Untrigger all matching actors. FireCounterEvent(Other, true); } // Call to base class Super.Trigger(Other, EventInstigator); } defaultproperties { fFloatFreezeTimeAfterTouch=2.000000 } |