Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

AICommon.VisionNotifier


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
///////////////////////////////////////////////////////////////////////////////
// VisionNotifier.uc - VisionNotifier class
// The VisionNotifier notifies all registered clients when the Viewer sees or no longer sees another Pawn
// Clients of the VisionNotifier are stored in the NotificationList, and should be registered through the Pawn

class VisionNotifier extends Core.RefCount
	implements Engine.IInterestedPawnDied
	native
	noexport;
///////////////////////////////////////////////////////////////////////////////


/////////////////////////////////////////////////
/// Private Variables
/////////////////////////////////////////////////

// the viewer is the pawn that we are doing the vision for
var Pawn						        Viewer;

var transient const private int			SeenListPadding;
var transient const private int			CurrentSeenListPadding;
var transient const private int			NotificationListPadding;


/////////////////////////////////////////////////
/// Initialization
/////////////////////////////////////////////////
function InitializeVisionNotifier(Pawn InViewer)
{
    assert(InViewer != None);
    
    Viewer = InViewer;

	// register to find out when a pawn dies or is destroyed
	Viewer.Level.RegisterNotifyPawnDied(self);
}

function CleanupVisionNotifier()
{
	// unregister finding out when a pawn dies or is destroyed
	Viewer.Level.UnRegisterNotifyPawnDied(self);
}

/////////////////////////////////////////////////
/// Death / Destruction Notifications
/////////////////////////////////////////////////

function OnOtherActorDestroyed(Actor ActorBeingDestroyed)
{
	if (ActorBeingDestroyed.IsA('Pawn'))
	{
		RemoveAnyReferencesToPawn(Pawn(ActorBeingDestroyed));
	}
}

function OnOtherPawnDied(Pawn DeadPawn)
{
	RemoveAnyReferencesToPawn(DeadPawn);
}

protected native function RemoveAnyReferencesToPawn(Pawn PawnBeingRemoved);

/////////////////////////////////////////////////
/// Notifications from Pawn
/////////////////////////////////////////////////

// returns true if the specified pawn can currently be seen
function bool isVisible(Pawn TestPawn)
{
	return IsOnSeenList(TestPawn);
}

// returns true if the Pawn can be found in the CurrentSeenList
// returns false if the Pawn cannot be found in the CurrentSeenList
protected native function bool IsOnCurrentSeenList(Pawn TestPawn);

// returns true if the Pawn can be found in the SeenList
// returns false if the Pawn cannot be found in the SeenList
protected native function bool IsOnSeenList(Pawn TestPawn);

/////////////////////////////////////////////////
//// Registration functions
/////////////////////////////////////////////////

native function RegisterVisionNotification(IVisionNotification Registrant);
native function UnregisterVisionNotification(IVisionNotification Registrant);

/////////////////////////////////////////////////
// Vision debug
////////////////////////////////////////////////

native function logSeenList();

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: ne 5.9.2004 15:53:02.000 - Creation time: st 23.5.2018 00:10:50.481 - Created with UnCodeX