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class TsActionMoveTo extends TsPawnAction; var(Action) MojoKeyframe target; var(Action) enum EViewFocusType { VIEW_FOCUS_Actor, VIEW_FOCUS_Point, VIEW_FOCUS_None } viewFocusType; var(Action) MojoActorRef viewFocusActor; var(Action) MojoKeyframe viewFocusPoint; var(Action) enum EMoveType { MOVE_TYPE_Run, MOVE_TYPE_Walk, } move_type; var transient TsMojoController MojoController; function bool OnStart() { local bool shouldWalk; local vector viewFcsPntPstn; local bool nullViewFcsPntPstn; // do move type specific action switch(move_type) { case MOVE_TYPE_Run: shouldWalk = false; break; case MOVE_TYPE_Walk: shouldWalk = true; break; } MojoController = TsMojoController(Pawn.Controller); if (MojoController == None) { Log("TsActionMoveTo, failed to find MojoController"); return false; } viewFocusActor.actor = None; // get specifed view focus switch (viewFocusType) { case VIEW_FOCUS_Actor: nullViewFcsPntPstn = true; viewFocusActor = ResolveActorRef(viewFocusActor); if (viewFocusActor.actor == None) Log("TsActionMoveTo, Failed to find view focus actor "$viewFocusActor.name); break; case VIEW_FOCUS_Point: viewFcsPntPstn = viewFocusPoint.position; nullViewFcsPntPstn = false; break; case VIEW_FOCUS_None: nullViewFcsPntPstn = true; break; } // put mojo controller in appropriate move state MojoController.BeginMoveToPoint(target.position, target.rotation, viewFocusActor.actor, viewFcsPntPstn, nullViewFcsPntPstn, shouldWalk); return true; } function bool OnTick(float delta) { return !MojoController.FinishedState(); } function OnFinish() { Log("Finished Move To"); } defaultproperties { DName ="Move To" Track ="Position" Help ="Move to a vector location" ModifiesLocation = true viewFocusType =VIEW_FOCUS_None } |
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