SpatialFear.SFBubbleGenerator

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//=============================================================================
// Spatial Fear
// Class: SFBubbleGenerator
// Description: 
//	The generator has four modes:
//	MODE_Manual: Same as the original Bubble generator, spawns up to NumBubblesManual bubbles for
//	every touch event and then disables timer (used to generate new bubbles), 
//	Timer is set off buy trigger and touch, deactivated on UnTouch. So constant touching will
//	produce bubbles constantly
//	MODE_Random: Permanently generated bubbles at random intervals, each time the timer fires
//	NumBubblesNew are spawned. Cannot be deactivated.
//	MODE_Event: Only generates a single bubble when triggered. Each time the trigger fires
//	one bubble is spawned. 
//	MODE_Touch: Only generated bubbles when touched, each time the trigger fires
//	NumBubblesNew are spawned. 
//	MODE_All: Combines MODE_Random, MODE_Event, MODE_Touch: bubbles are spawned, randomly, on touch and 
//	on a trigger event.
// 
// Author: Markus Nuebel
//=============================================================================


class SFBubbleGenerator extends BubbleGenerator ;  

enum EMode
{
	MODE_Manual,
	MODE_Random,
	MODE_Event,
	MODE_Touch,
	MODE_All,
};

var (SpatialFear) float BubbleScale; // Scale of generated bubbles, defaults to 1.0
var (SpatialFear) float BubbleMass; // Mass of spawned bubble, defaults to 3.0, lower values will result in faster bubbles
var (SpatialFear) EMode Mode; //One of the five modes: 	MODE_Manual, MODE_Random, MODE_Event, MODE_Touch, MODE_All,	defaults to MODE_Manual.
var (SpatialFear) float NumBubblesManual; // Number of bubbles to generate for Manual mode (=original mode).
var (SpatialFear) float NumBubblesNewModes; // Number of bubbles to generate for new modes.
var (SpatialFear) float RandIntervall; // Specifies the range that is used to pick a random number for the sleep time before the next bubble is spawned. There is a fixed offset of two seconds. E.g. setting this value to 4.0 results in a random sleep time between 2 and 6 seconds. Defaults to 2.0
var int i; // Private. Bubble counting variable for MODE_Manual.

state Active
{
}

state Manual 
{

	function Timer()
	{
		local vector X,Y,Z;
		local Bubble bubble;

		i++;
		if (i>NumBubblesManual) 
			UnTouch(None);
		
		// Spawn new bubble
	    bubble = Spawn(class'Bubble');
	    // Change size and mass
	    bubble.DrawScale	= BubbleScale;
		bubble.Mass			= BubbleMass;

		SetTimer(FRand()*2.0+2.0,False);
	}

	function Trigger( actor Other, pawn EventInstigator )
	{
		SetTimer(0.3,False);
		i=0;
	}

	function Touch( actor Other)
	{
		SetTimer(0.3,False);
		i=0;
	}

	function UnTouch( actor Other)
	{
		SetTimer(0.0, False);
	}


Begin:
	//class'SFUtils'.Static.sfLogEx(15, "SFBubbleGenerator::State Manual entered");
	bHidden = True;
}

state Random
{

	function Timer()
	{
		local vector X,Y,Z;
		local Bubble bubble;
		local int j;

		for(j=0; j<NumBubblesNewModes; j++)
		{
			// Spawn new bubble
	    	bubble = Spawn(class'Bubble');
	    	// Change size and mass
	    	bubble.DrawScale = BubbleScale;
			bubble.Mass		 = BubbleMass;
		}

		SetTimer(FRand()*2.0+2.0,False);
	}

Begin:
	// class'SFUtils'.Static.sfLogEx(15, "SFBubbleGenerator::State Random entered");
	bHidden = True;
	SetTimer(FRand()*2.0+2.0,False);
}

state EventMode
{

	function Trigger( actor Other, pawn EventInstigator )
	{
		local vector X,Y,Z;
		local Bubble bubble;

  		// Spawn new bubble
	    bubble = Spawn(class'Bubble');
	    // Change size and mass
	    bubble.DrawScale	= BubbleScale;
		bubble.Mass			= BubbleMass;
	}

Begin:
	//class'SFUtils'.Static.sfLogEx(15, "SFBubbleGenerator::State EventMode entered");
	bHidden = True;
}

state TouchMode
{

	function Touch( actor Other)
	{
		local vector X,Y,Z;
		local Bubble bubble;
		local int j;

		for(j=0; j<NumBubblesNewModes; j++)
		{

  		    // Spawn new bubble
	    	bubble = Spawn(class'Bubble');
			// Change size and mass
			bubble.DrawScale	= BubbleScale;
			bubble.Mass			= BubbleMass;
		}

	}

Begin:
	//class'SFUtils'.Static.sfLogEx(15, "SFBubbleGenerator::State TouchMode entered");
	bHidden = True;
}

state All
{

	function SpawnBubble()
	{
		local vector X,Y,Z;
		local Bubble bubble;
		local int j;

		for(j=0; j<NumBubblesNewModes; j++)
		{
			// Spawn new bubble
	    	bubble = Spawn(class'Bubble');
			// Change size and mass
			bubble.DrawScale	= BubbleScale;
			bubble.Mass			= BubbleMass;
		}
	}
	
	function Timer()
	{
		SpawnBubble();	

		SetTimer(FRand()*RandIntervall+2.0,False);
	}

	function Trigger( actor Other, pawn EventInstigator )
	{
		SpawnBubble();	
	}

	function Touch( actor Other)
	{
		SpawnBubble();	
	}



Begin:
	//class'SFUtils'.Static.sfLogEx(15, "SFBubbleGenerator::State All entered");
	bHidden = true;
	SetTimer(FRand()*RandIntervall+2.0,False);
}

auto state Startup
{
Begin:
	//class'SFUtils'.Static.sfLogEx(15, "SFBubbleGenerator::Startup");
	// Decide which state to choose
	switch(Mode)
	{
	case MODE_Random:
		GotoState('Random');
		break;
	case MODE_Event:
		GotoState('EventMode');
		break;
	case MODE_Touch:
		GotoState('TouchMode');
		break;
	case MODE_All:
		GotoState('All');
		break;
	default:
		GotoState('Manual');
	}
}

defaultproperties
{
     BubbleScale=1.000000
     BubbleMass=3.000000
     NumBubblesManual=15.000000
     NumBubblesNewModes=1.000000
     RandIntervall=2.000000
}

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