Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
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 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 |
/* -------------------------------------------------------------- Container Crane -------------------------------------------------------------- An Animated Container Crane mesh whos animation is controlled by the the progress state of an Objective condition. Animation is played only on the client. Author : Alex Quick -------------------------------------------------------------- */ class ContainerCrane extends Actor placeable; // Tag of the condition which control's this Crane's animation. var () const name AssociatedConditionTag; // Object reference to the condition which controls this Crane's animation var private KF_ObjectiveCondition AssociatedCondition; // Name of the animation the Crane plays when its lowering / raising its winch. var () const name WinchLoweringAnim; // The Current frame the animation is playing (used for interpolation) var float CurrentAnimFramePct; // The last position in the animation expressed as a percent. var float LastAnimFramePct; // True if the animation is not playing in reverse. var bool bPlayingForward; // Struct representing a sound effect we should play at some time during the animation. struct SAnimSoundEffect { // reference to the actual sound in the package. var () sound SoundToPlay; // The frame %age to start playing the sound at. (i.e In a 600 frame animation if you want to play at frame 300, this value should be 0.5 ) var () float StartFramePct; // the frame %age to stop playing the sound at. var () float EndFramePct; // Is this a looping sound or not. If not, 'EndFramePct' has no actual relevance. var () bool bLooping; // Has this sound been played already? Only has real relevance to non-looping sounds. var bool bPlayed; }; var () array<SAnimSoundEffect> AnimSounds; var float ConditionCompletionPct; replication { unreliable if(Role == Role_Authority && bNetDirty) ConditionCompletionPct; } function PostbeginPlay() { local KF_ObjectiveCondition Condition; foreach AllObjects(class 'KF_ObjectiveCondition', Condition) { if(Condition.Tag == AssociatedConditionTag) { AssociatedCondition = Condition; NetupdateFrequency = 1.f / Condition.ConditionRepInterval; // Sync net update rates. break; } } } simulated function Tick(float DeltaTime) { local bool bOldDirection; local int i; if(Role == Role_Authority && AssociatedCondition != none && AssociatedCondition.bActive) { ConditionCompletionPct = AssociatedCondition.GetCompletionPct(); } LastAnimFramePct = CurrentAnimFramePct; CurrentAnimFramePct = Lerp(DeltaTime,CurrentAnimFramePct,ConditionCompletionPct); bOldDirection = bPlayingForward; bPlayingForward = CurrentAnimFramePct >= LastAnimFramePct; // Animation is reversing , reset sounds. if(Role == Role_Authority && bOldDirection != bPlayingForward) { for(i = 0 ; i < AnimSounds.length ; i ++) { AnimSounds[i].bPlayed = false; } } if(Level.NetMode != NM_DedicatedServer && ConditionCompletionPct != CurrentAnimFramePct && ConditionCompletionPct < 1.f) { SetAnimFramePct(CurrentAnimFramePct); } if(CurrentAnimFramePct > 0.f) { PlayAnimSounds(CurrentAnimFramePct); } } function PlayAnimSounds(float CurrentPct) { local int i; local Sound AmbSoundToPlay; local bool bShouldPlaySound; local bool bReversing; if(Role < Role_Authority) { return; } for(i = 0 ; i < AnimSounds.length ; i ++) { if(AnimSounds[i].SoundToPlay != none) { bReversing = !bPlayingForward; // Play Looped sounds. There can only be one of these at a time. if(AnimSounds[i].bLooping) { bShouldPlaySound = CurrentPct >= AnimSounds[i].StartFramePct && (AnimSounds[i].EndFramePct == 0.f || CurrentPct <= AnimSounds[i].EndFramePct) ; if(bShouldPlaySound) { AnimSounds[i].bPlayed = true; AmbSoundToPlay = AnimSounds[i].SoundToPlay; } } else // Play one-off sounds. These can overlap. { bShouldPlaySound = !AnimSounds[i].bPlayed && CurrentPct >= AnimSounds[i].StartFramePct ; if(bShouldPlaySound) { AnimSounds[i].bPlayed = true; PlaySound(AnimSounds[i].SoundToPlay,SLOT_None,((SoundVolume/255) * 2.0),true,SoundRadius,,!bFullVolume); } } } } if(AmbSoundToPlay != AmbientSound) { AmbientSound = AmbSoundToPlay; } } simulated function SetAnimFramePct( float NewPct) { PlayAnim( WinchLoweringAnim, 1.0f,0.f); SetAnimFrame(NewPct,0); } defaultproperties { WinchLoweringAnim="LowerCrane" DrawType=DT_Mesh bNoDelete=True bAlwaysRelevant=True RemoteRole=ROLE_SimulatedProxy Mesh=SkeletalMesh'FrightYard_SKM.SKM_DockCrane' bFullVolume=True SoundVolume=255 SoundRadius=2000.000000 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |