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 |
class Projector extends Actor placeable hidecategories(Collision, Force, Karma, LightColor, Lighting, Object, Sound) native; // Projector blending operation. enum EProjectorBlending { PB_None, PB_Modulate, PB_AlphaBlend, PB_Add, PB_AlphaModulate, }; var() EProjectorBlending MaterialBlendingOp, // The blending operation between the material being projected onto and ProjTexture. FrameBufferBlendingOp; // The blending operation between the framebuffer and the result of the base material blend. // Projector properties. var() Material ProjTexture; var() int FOV; var() int MaxTraceDistance; var() bool bProjectBSP; var() bool bProjectTerrain; var() bool bProjectStaticMesh; var() bool bProjectParticles; var() bool bProjectActor; var() bool bLevelStatic; var() bool bClipBSP; var() bool bClipStaticMesh; var() bool bProjectOnUnlit; var() bool bGradient; var() bool bProjectOnBackfaces; var() bool bProjectOnAlpha; var bool bProjectOnParallelBSP; var() name ProjectTag; var() bool bDynamicAttach; var() bool bNoProjectOnOwner "If true, this projector will not project on an actor that owns it. Only applicable to DynamicProjectors"; var() float FadeInTime "Projector will fade in over this amount of time, in seconds. A value of 0 means 'appear instantly'"; // Internal state. var const transient plane FrustumPlanes[6]; var const transient vector FrustumVertices[8]; var const transient Box Box; var const transient ProjectorRenderInfoPtr RenderInfo; var Texture GradientTexture; var transient Matrix GradientMatrix; var transient Matrix Matrix; var transient Vector OldLocation; // Native interface. native function AttachProjector(optional float FadeInTime); native function DetachProjector(optional bool Force); native function AbandonProjector(optional float Lifetime); native function AttachActor( Actor A ); native function DetachActor( Actor A ); simulated event PostBeginPlay() { if ( Level.NetMode == NM_DedicatedServer ) { GotoState('NoProjection'); return; } Initialise(); if( bProjectActor ) SetCollision(True, False, False); } #if IG_TRIBES3 // rowan: savegame support simulated event PostLoadGame() { Initialise(); } simulated function Initialise() { AttachProjector( FadeInTime ); if( bLevelStatic ) { #if IG_SHARED // ckline: projectors cannot be both bLevelStatic and bDynamicAttach! assertWithDescription(!bDynamicAttach, "Projector "$Name$" is both bLevelStatic=true and bDynamicAttach=true -- this is not allowed and will probably cause the game to crash soon"); #endif AbandonProjector(); Destroy(); } } #endif simulated event Touch( Actor Other ) { if(Other==None) return; if( Other.bAcceptsProjectors && (ProjectTag=='' || Other.Tag==ProjectTag) && (bProjectStaticMesh || Other.StaticMesh==None) && !(Other.bStatic && bStatic && Other.StaticMesh!=None) ) { AttachActor(Other); } } simulated event Untouch( Actor Other ) { DetachActor(Other); } #if IG_SHARED // rowan: call back before dynamic projectors are rendererd native final function UpdateMatrix(); simulated event PreRenderCallback() {} #endif state NoProjection { function BeginState() { Disable('Tick'); } } defaultproperties { MaterialBlendingOp=PB_None FrameBufferBlendingOp=PB_Modulate FOV=0 bDirectional=True Texture=Texture'Engine_res.Proj_Icon' MaxTraceDistance=1000 bProjectBSP=True bProjectTerrain=True bProjectStaticMesh=True bProjectParticles=True bProjectActor=True bProjectOnAlpha=True bClipBSP=False bClipStaticMesh=False bLevelStatic=False bProjectOnUnlit=False bHidden=True bStatic=True GradientTexture=Texture'Engine_res.GRADIENT_Fade' bProjectOnBackfaces=False bDynamicAttach=False RemoteRole=ROLE_None CullDistance=0 // #if IG_SHARED bOnlyAffectCurrentZone=false // #endif } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |