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// Action // // All Action paramters should be of type "string". These parameters must be resolved before use. // On execution of the action, locals of type Variable should be defined (they are 'new'ed in the resolve function) // "resolve" should then be called, passing each local Variable and its string representation. // The string is first parsed to attempt to resolve it to an existing script variable by name. // If a variable is found, then the value from that object is used to create a new variable object. // If no variable by the given name exists, then the resolve function attempts to parse the value to a built-in data type. class Action extends Core.Object editinlinenew collapsecategories hidecategories(object) native abstract; import class Engine.Actor; import class Engine.Pawn; import class Engine.LevelInfo; cpptext { virtual void CleanupDestroyed(); virtual UAction* FixOwnership(AScript* ownerScript); virtual void CheckForErrors(FString& prefix, int index, AScript* ownerScript); virtual bool IsMember(UAction* action) { return false; } } var string actionDisplayName; var string actionHelp; var class<Variable> returnType; var string category; var Script parentScript; // True if this actions properties can accept any return type from a nested action // used by the assignment actions var bool acceptAllTypes; // parameter resolve data struct native ParameterResolveInfo { var deepcopy Action action; var Name variable; var Name propertyName; }; var private Array<ParameterResolveInfo> resolveInfoList; // construct overloaded function construct() { parentScript = Script(Outer); assert(parentScript != None); } function setParentScript(Script s) { parentScript = s; } native final function SetActionPropertyText(string PropName, string PropValue); // resolveParameters // Uses the parameterResolveInfo array (previously filled by native UnrealEd code during script creation) to // set the value of Action or Variable parameters to the run-time return value of an action/variable, if required. // Call this at the start of your execute function to resolve script variables to Action return values. private latent function resolveParameters() { local int i; local Name propName; local Variable v; local Array<int> resolveActions; ForEach AllProperties(self.Class, class'Action', propName) { // See if this action property should be set to the value of an action for (i = 0; i < resolveInfoList.Length; i++) { if (resolveInfoList[i].propertyName == propName) { if (resolveInfoList[i].action != None) // add resolve index to resolve action list { resolveActions.Length = resolveActions.Length + 1; resolveActions[resolveActions.Length - 1] = i; } else if (resolveInfoList[i].variable != '') // resolve as a variable { v = tryFindVariable(resolveInfoList[i].variable); if (v != None) { SetActionPropertyText(string(propName), v.GetPropertyText("value")); } } else // empty resolve info { logError("Parameter "$propName$" has an entry in the resolveinfo map, but has no action or variable resolve target"); } } } } // Execute resolved actions for (i = 0; i < resolveActions.Length; ++i) { v = resolveInfoList[resolveActions[i]].action.execute(); if (v != None) { SetActionPropertyText(string(resolveInfoList[resolveActions[i]].propertyName), v.GetPropertyText("value")); } else { SetPropertyText(string(resolveInfoList[resolveActions[i]].propertyName), ""); } } } // logError function logError(string reason) { local string s; editorDisplayString(s); s = "ERROR: "$parentScript.Name$", Action "$s$": "$reason; SLog(s); } // findByLabel function Actor findByLabel(class<Actor> actorClass, Name label) { return parentScript.findByLabel(actorClass, label); } // findStaticByLabel function Actor findStaticByLabel(class<Actor> actorClass, Name label) { return parentScript.findStaticByLabel(actorClass, label); } simulated function PrecacheSpeech(SpeechManager Manager); // newVariable // Convenience function Variable newVariable(Name variableName, class<Variable> variableType) { return parentScript.newVariable(variableName, variableType); } // newTemporaryVariable // Convenience function Variable newTemporaryVariable(class<Variable> variableType, optional string initValue) { return parentScript.newTemporaryVariable(variableType, initValue); } // findVariable // Convenience function Variable findVariable(coerce string variableName) { local Variable v; v = class'Variable'.static.findVariable(variableName, parentScript); if (v == None) { logError("Variable "$variableName$" not found"); } return v; } // tryFindVariable // Convenience, doesn't log, use for situations where the find can fail without causing an error (i.e. a test for existance) function Variable tryFindVariable(coerce string variableName) { local Variable v; v = class'Variable'.static.findVariable(variableName, parentScript); return v; } // execute latent function Variable execute() { resolveParameters(); return None; } // propertyDisplayString // resolves a property if necessary and determines the appropriate display string for it function string propertyDisplayString(Name propName) { local string s; local int i; for (i = 0; i < resolveInfoList.Length; i++) { if (resolveInfoList[i].propertyName == propName) { if (resolveInfoList[i].action != None) { resolveInfoList[i].action.editorDisplayString(s); return s; } else if (resolveInfoList[i].variable != '') { return string(resolveInfoList[i].variable); } } } return GetPropertyText(string(propName)); } // editorDisplayString // called by UnrealEd to get a display string event function editorDisplayString(out string s) { s = actionDisplayName; } // editcombotype list fill functions // enumScriptLabelList event function enumScriptLabels(Engine.LevelInfo level, out Array<Name> s) { local Actor a; ForEach level.AllActors(class'Actor', a) { if (a.label != a.name && a.label != '') { s[s.Length] = a.label; } } } // enum all scripts with a valid label event function enumScripts(Engine.LevelInfo level, out Array<Name> s) { local Script aScript; ForEach level.AllActors(class'Script', aScript) { if (aScript.label != '') { s[s.Length] = aScript.label; } } } defaultproperties { returnType = None actionDisplayName = "<actionDisplayName>" actionHelp = "<actionHelp>" category = "Default Category" acceptAllTypes = false } |
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