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class TribesDebugHUD extends TribesHUD; import enum AnimationStateEnum from Gameplay.Character; import enum MovementState from Gameplay.Ragdoll; var Pathfinding.PFTestHarness pathfindTestHarness; var NavigationTestHarness navigationTestHarness; var string NavigationTestHarnessClass; // AI Debug stuff var SquadInfo debugSquadInfo; // Squad for whom Formation debug info is being displayed // Weapon debug stuff var bool playerWeaponDebug; // Show debug for the current weapon var Font hugeFont; // // Draws the HUD - normally would just call the HUDScript // to draw, but this one is used for debug data, so just // paint your stuff in here // function DrawHUD(Canvas canvas) { if (animationDebug(canvas)) return; movementDebug(canvas); } function bool animationDebug(Canvas canvas) { local int i; local int extra; local String text; local float textWidth; local float textHeight; local float spacingWidth; local float spacingHeight; local float windowLeft; local float windowTop; local float windowWidth; local float windowHeight; local float textLeft; local float textTop; local Rotator windowRotator; local Vector windowOffset; local PlayerCharacterController controller; local Gameplay.Character character; controller = PlayerCharacterController(PlayerOwner); if (controller!=None && controller.animationDebugCounter>0) { character = Gameplay.Character(controller.pawn); if (character!=None) { // draw animation view window windowWidth = Canvas.ClipX; windowHeight = Canvas.ClipY; windowLeft = (Canvas.ClipX - windowWidth) / 2; windowTop = (Canvas.ClipY - windowHeight) / 2; windowRotator.Pitch = 0; windowRotator.Roll = 0; windowRotator.Yaw = 0; windowOffset = Vect(-150,0,0) << windowRotator; canvas.DrawPortal(windowLeft, windowTop, windowWidth, windowHeight, controller.pawn, controller.pawn.location + windowOffset, windowRotator); if (controller.animationDebugCounter>1) { // header text = "animation system"; canvas.Font = MedFont; spacingWidth = Canvas.ClipX / 30; spacingHeight = Canvas.ClipY / 30; canvas.SetPos(spacingWidth, spacingHeight); canvas.SetDrawColor(255, 255, 255); canvas.DrawText(text); // key data canvas.Font = SmallFont; canvas.TextSize("text", textWidth, textHeight); textHeight *= 0.8; textLeft = spacingWidth; textTop = spacingHeight * 3.35; canvas.SetPos(textLeft, textTop); canvas.DrawText("current state: "$animationStateString(character.animationManager.currentAnimationState)); canvas.SetPos(textLeft, textTop + textHeight); if (character.animationManager.desiredAnimationState!=character.animationManager.currentAnimationState) canvas.DrawText("desired state: "$animationStateString(character.animationManager.desiredAnimationState)$" ["$character.animationManager.desiredAnimationStateTime$"]"); else canvas.DrawText("desired state: "$animationStateString(character.animationManager.desiredAnimationState)); canvas.SetPos(textLeft, textTop + textHeight*2); if (character.animationManager.adjustedAnimationState!=character.animationManager.currentAnimationState) canvas.DrawText("adjusted state: "$animationStateString(character.animationManager.adjustedAnimationState)$" ["$character.animationManager.adjustedAnimationStateTime$"]"); else canvas.DrawText("adjusted state: "$animationStateString(character.animationManager.adjustedAnimationState)); canvas.SetPos(textLeft, textTop + textHeight*4); if (character.animationManager.primaryAnimationLayerState!=AnimationState_None) canvas.DrawText("primary layer: "$animationStateString(character.animationManager.primaryAnimationLayerState)$" "$alertnessString(character.animationManager.primaryAnimationLayerAlertness)); else canvas.DrawText("primary layer: none"); canvas.SetPos(textLeft, textTop + textHeight*5); if (character.animationManager.secondaryAnimationLayerState!=AnimationState_None) canvas.DrawText("secondary layer: "$animationStateString(character.animationManager.secondaryAnimationLayerState)$" "$alertnessString(character.animationManager.secondaryAnimationLayerAlertness)); else canvas.DrawText("secondary layer: none"); canvas.SetPos(textLeft, textTop + textHeight*7); canvas.DrawText("current alertness: "$alertnessString(character.animationManager.currentAlertnessLevel)); canvas.SetPos(textLeft, textTop + textHeight*8); canvas.DrawText("adjusted alertness: "$alertnessString(character.animationManager.adjustedAlertnessLevel)); extra = 0; for (i=0; i<23; i++) { if (i==7 || i==14 || i==21) extra ++; canvas.SetPos(textLeft, textTop + textHeight*(11+i+extra)); if (character.animationChannels[i].processed!="") canvas.DrawText("channel "$i$": "$character.animationChannels[i].processed$" ["$character.animationChannels[i].alpha$"]"); else canvas.DrawText("channel "$i$":"); } if (character.animationManager.extraAnimationPending) { canvas.SetPos(textLeft, textTop + textHeight*(11+i+extra)+3); canvas.DrawText("extra animation pending: "$character.animationManager.extraAnimationPendingName$" ["$character.animationManager.extraAnimationPendingTime); } } } return true; } return false; } function string animationStateString(Character.AnimationStateEnum state) { switch (state) { case AnimationState_None: return "none"; case AnimationState_Stand: return "stand"; case AnimationState_Walk: return "walk"; case AnimationState_Run: return "run"; case AnimationState_Sprint: return "sprint"; case AnimationState_Ski: return "ski"; case AnimationState_Slide: return "slide"; case AnimationState_Stop: return "stop"; case AnimationState_Airborne: return "airborne"; case AnimationState_AirControl: return "aircontrol"; case AnimationState_Thrust: return "thrust"; case AnimationState_Swim: return "swim"; } } function string alertnessString(Rook.AlertnessLevels level) { switch (level) { case Alertness_Combat: return "combat"; case Alertness_Alert: return "alert"; case Alertness_Neutral: return "neutral"; } } function bool movementDebug(Canvas canvas) { local float spacingWidth; local float spacingHeight; local string text; local float textWidth; local float textHeight; local float speedTextWidth; local float speedTextHeight; local float textLeft; local float textTop; local int speed; local float speedAlpha; local Character character; local PlayerCharacterController controller; character = Character(PlayerOwner.ViewTarget); if (character != None) controller = PlayerCharacterController(character.controller); if (character!=None && character.Physics==PHYS_Movement && controller!=None && controller.movementDebugCounter>0) { spacingWidth = Canvas.ClipX / 30; spacingHeight = Canvas.ClipY / 30; if (controller.movementDebugCounter>1) { // header text = "movement system"; canvas.Font = MedFont; canvas.SetPos(spacingWidth, spacingHeight); canvas.SetDrawColor(255, 255, 255); canvas.DrawText(text); // states canvas.Font = SmallFont; canvas.TextSize("text", textWidth, textHeight); textHeight *= 0.8; textLeft = spacingWidth; textTop = spacingHeight * 3.35; canvas.SetPos(textLeft, textTop); canvas.DrawText("movement state: "$movementStateString(character.movement)); // speeds canvas.SetPos(textLeft, textTop + textHeight*2); canvas.DrawText("total speed: "$character.movementSpeed$" kph"); canvas.SetPos(textLeft, textTop + textHeight*3); canvas.DrawText("horizontal speed: "$character.movementHorizontalSpeed$" kph"); canvas.SetPos(textLeft, textTop + textHeight*4); canvas.DrawText("vertical speed: "$character.movementVerticalSpeed$" kph"); canvas.SetPos(textLeft, textTop + textHeight*5); canvas.DrawText("tangential speed: "$character.movementTangentialSpeed$" kph"); canvas.SetPos(textLeft, textTop + textHeight*6); canvas.DrawText("directional speed: "$character.movementDirectionalSpeed$" kph"); // altitude canvas.SetPos(textLeft, textTop + textHeight*8); canvas.DrawText("altitude: "$character.movementAltitude$" meters"); // context canvas.SetPos(textLeft, textTop + textHeight*10); canvas.DrawText("collided: "$int(character.movementCollided)); canvas.SetPos(textLeft, textTop + textHeight*11); canvas.DrawText("close: "$int(character.movementClose)); canvas.SetPos(textLeft, textTop + textHeight*12); canvas.DrawText("touching: "$int(character.movementTouching)); canvas.SetPos(textLeft, textTop + textHeight*13); canvas.DrawText("grounded: "$int(character.movementGrounded)); canvas.SetPos(textLeft, textTop + textHeight*14); canvas.DrawText("airborne: "$int(character.movementAirborne)); canvas.SetPos(textLeft, textTop + textHeight*15); canvas.DrawText("water: "$int(character.movementWater)); canvas.SetPos(textLeft, textTop + textHeight*16); canvas.DrawText("underwater: "$int(character.movementUnderWater)); canvas.SetPos(textLeft, textTop + textHeight*17); canvas.DrawText("zero-g: "$int(character.movementZeroGravity)); canvas.SetPos(textLeft, textTop + textHeight*18); canvas.DrawText("elevator: "$int(character.movementElevator)); // internal flags canvas.SetPos(textLeft, textTop + textHeight*20); canvas.DrawText("resting: "$int(character.movementResting)); canvas.SetPos(textLeft, textTop + textHeight*21); canvas.DrawText("dynamic: "$int(character.movementDynamic)); canvas.SetPos(textLeft, textTop + textHeight*22); canvas.DrawText("pushing: "$int(character.movementPushing)); // floor normal canvas.SetPos(textLeft, textTop + textHeight*24); canvas.DrawText("floor normal: "$character.movementNormal.x$", "$character.movementNormal.y$", "$character.movementNormal.z); // chaos scales canvas.SetPos(textLeft, textTop + textHeight*26); canvas.DrawText("splash chaos: "$character.movementSplashChaos); canvas.SetPos(textLeft, textTop + textHeight*27); canvas.DrawText("impulse chaos: "$character.movementImpulseChaos); // water data canvas.SetPos(textLeft, textTop + textHeight*30); canvas.DrawText("water penetration: "$character.movementWaterPenetration); // character dimensions canvas.SetPos(textLeft, textTop + textHeight*32); canvas.DrawText("sphere radius: "$character.movementSphereRadius); canvas.SetPos(textLeft, textTop + textHeight*33); canvas.DrawText("sphyll radius: "$character.movementSphyllRadius); canvas.SetPos(textLeft, textTop + textHeight*34); canvas.DrawText("shyll half height: "$character.movementSphyllHalfHeight); } // draw speedo in bottom right speed = int(character.movementSpeed); if (speed<10) text = " "$string(speed)$ " kph"; else if (speed<100) text = " "$string(speed)$" kph"; else text = string(speed)$" kph"; canvas.Font = hugeFont; canvas.TextSize(text, speedTextWidth, speedTextHeight); canvas.SetPos(canvas.ClipX-speedTextWidth-spacingWidth/6, canvas.ClipY-speedTextHeight-spacingHeight/6); speedAlpha = speed / 30.0 * 255.0; if (speedAlpha<1) speedAlpha = 1; else if (speedAlpha>255) speedAlpha = 255; if (character.movementAirborne) speedAlpha = 255; canvas.SetDrawColor(255, 255, 255, speedAlpha); canvas.DrawText(text); return true; } return false; } function string movementStateString(Ragdoll.MovementState movementState) { switch (movementState) { case MovementState_Stand: return "stand"; case MovementState_Walk: return "walk"; case MovementState_Run: return "run"; case MovementState_Sprint: return "sprint"; case MovementState_Ski: return "ski"; case MovementState_Slide: return "slide"; case MovementState_Stop: return "stop"; case MovementState_Airborne: return "airborne"; case MovementState_AirControl: return "aircontrol"; case MovementState_Thrust: return "thrust"; case MovementState_Swim: return "swim"; case MovementState_Float: return "float"; case MovementState_Skim: return "skim"; case MovementState_ZeroGravity: return "zero-g"; case MovementState_Elevator: return "elevator"; default: return "unknown?"; } } // Key events - might want these for turning on and off // specific debug views. function bool KeyType( EInputKey Key, optional string Unicode ) { if(HUDscript != None) return HUDScript.KeyType(Key, Unicode, response); return false; } function bool KeyEvent( EInputKey Key, EInputAction Action, FLOAT Delta ) { if(HUDscript != None) return HUDScript.KeyEvent(Key, Action, delta, response); return false; } simulated event PostBeginPlay() { local class<NavigationTestHarness> navigationTestClassInstance; Super.PostBeginPlay(); Label = 'HUD'; // spawn and initialise pathfinding system test harness pathfindTestHarness = spawn(class'PFTestHarness', self); pathfindTestHarness.initialise(self); // spawn and initialise navigation system test harness navigationTestClassInstance = class<NavigationTestHarness>(DynamicLoadObject(NavigationTestHarnessClass, class'Class')); navigationTestHarness = spawn(navigationTestClassInstance, self); navigationTestHarness.initialise(self); } simulated event WorldSpaceOverlays() { local Rook viewTarget; // for jetting/skiing debug local int i; local Vector X; local Vector Y; local Vector Z; local Vector loc; local Vector lastLoc; local Vector directionXY; local float velocityXY; local float velocityZ; local float RTK; local int pointsN; Super.WorldSpaceOverlays(); pathfindTestHarness.drawDebug(); viewTarget = Rook(PlayerOwner.ViewTarget); if (bShowDebugInfo && viewTarget != None && viewTarget.Controller != None) { viewTarget.Controller.displayWorldSpaceDebug(self); viewTarget.displayWorldSpaceDebug(self); } // Squad (Formations) debug if ( debugSquadInfo != None ) for ( i = 0; i < debugSquadInfo.pawns.length; i++ ) Draw3DLine(Rook(debugSquadInfo.pawns[i]).Location, Rook(debugSquadInfo.pawns[i]).desiredLocation, class'Canvas'.Static.MakeColor(200, 255, 200) ); // Sensing debug if ( viewTarget != None && viewTarget.bShowSensingDebug ) viewTarget.DrawVisionCone( self ); // jetpacking/skiing debug if ( viewTarget != None && viewTarget.bShowJSDebug && viewTarget.Controller != None ) { // display simulated path of character were he to stop jetpacking now // (done here and not in displayWorldSpaceDebugJettingSkiing // so it can be displayed for player characters, too) RTK = 0.1; // time in seconds between trajectory points pointsN = 50; // number of points loc = viewTarget.Location; viewTarget.GetAxes( Character(viewTarget).motor.getMoveRotation(), X, Y, Z ); // X is direction directionXY.X = X.X; directionXY.Y = X.Y; directionXY /= VSize( directionXY ); // normalize velocityXY = sqrt( viewTarget.Velocity.X * viewTarget.Velocity.X + viewTarget.Velocity.Y * viewTarget.Velocity.Y ); velocityZ = viewTarget.Velocity.Z;; for ( i = 0; i < pointsN; i++ ) { lastLoc = loc; velocityZ -= RTK * (9.81f*80.0f); loc.Z = loc.Z + RTK * velocityZ; loc = loc + directionXY * RTK * velocityXY; Draw3DLine( lastLoc, loc, class'Canvas'.Static.MakeColor(255, 0, 0)); } } if(playerWeaponDebug) { if (Character(PlayerOwner.ViewTarget) != None && Character(PlayerOwner.ViewTarget).weapon != None) { Character(PlayerOwner.ViewTarget).weapon.drawDebug(self); } } } //------------------------------------------------------------------------ // draws a 3D box function draw3DBox(Vector minCorner, Vector maxCorner, color lineColor) { local Vector a; local Vector b; local Vector c; local Vector d; local Vector e; local Vector f; // Oh - I'm sure someone will tell me about a better way to perform these initializations... a.x = maxCorner.x; a.y = minCorner.y; a.z = minCorner.z; b.x = maxCorner.x; b.y = maxCorner.y; b.z = minCorner.z; c.x = minCorner.x; c.y = maxCorner.y; c.z = minCorner.z; d.x = minCorner.x; d.y = maxCorner.y; d.z = maxCorner.z; e.x = minCorner.x; e.y = minCorner.y; e.z = maxCorner.z; f.x = maxCorner.x; f.y = minCorner.y; f.z = maxCorner.z; // lower rectangle (in z) Draw3DLine(minCorner, a, lineColor); Draw3DLine(a, b, lineColor); Draw3DLine(b, c, lineColor); Draw3DLine(c, minCorner, lineColor); // upper rectangle (in z) Draw3DLine(maxCorner, d, lineColor); Draw3DLine(d, e, lineColor); Draw3DLine(e, f, lineColor); Draw3DLine(f, maxCorner, lineColor); // connecting vertical struts Draw3DLine(minCorner, e, lineColor); Draw3DLine(a, f, lineColor); Draw3DLine(b, maxCorner, lineColor); Draw3DLine(c, d, lineColor); } // navigation test harness hooks exec function restartNavigationTest() { navigationTestHarness.restart(); } exec function markNavigationPoint() { navigationTestHarness.markPoint(); } exec function toggleNavigationTest() { navigationTestHarness.toggleEnabled(); } // pathfinding test harness hooks exec function pathfindDebug() { pathfindTestHarness.pathfindDebug(); } exec function pathfindMarkPoint() { pathfindTestHarness.pathfindMarkPoint(); } exec function showPathNodes() { pathfindTestHarness.showPathNodes(); } exec function showReach() { pathfindTestHarness.toggleShowReach(); } exec function pathfindDiagnostics() { pathfindTestHarness.diagnostics(); } exec function pathfindStep() { pathfindTestHarness.toggleStep(); } exec function traversalCheck() { pathfindTestHarness.toggleTraversalCheck(); } exec function pathfindNextStep() { pathfindTestHarness.Step(); } exec function showNavigationQuadtree() { pathfindTestHarness.toggleShowQuadtree(); } exec function markPointHere() { pathfindTestHarness.markPointHere(); } // vehicle test hooks exec function showVehiclePhysics() { local Vehicle vehicleInstance; vehicleInstance = Vehicle(playerOwner.Pawn); if (vehicleInstance == None) log("Not Driving a Vehicle"); else vehicleInstance.toggleShowPhysicsDebug(); } //----------------------------------------------------------------------------- // Show squad debug info for a SquadInfo // 'index' is the index of the rook in level exec function debugSquad( int index ) { local SquadInfo squad; local Rook rook; local int actorindex; local int i; if ( index < 0 && debugSquadInfo != None ) { for ( i = 0; i < debugSquadInfo.pawns.length; i++ ) { rook = Rook(debugSquadInfo.pawns[i]); rook.bShowSquadDebug = false; } debugSquadInfo = None; } else { actorIndex = 0; foreach AllActors( class'SquadInfo', squad ) { log("Squad.name: " $ squad.name ); if ( actorIndex == index ) { if ( debugSquadInfo != None ) for ( i = 0; i < debugSquadInfo.pawns.length; i++ ) { rook = Rook(debugSquadInfo.pawns[i]); rook.bShowSquadDebug = false; } debugSquadInfo = squad; for ( i = 0; i < debugSquadInfo.pawns.length; i++ ) { rook = Rook(debugSquadInfo.pawns[i]); rook.bShowSquadDebug = true; } } actorIndex++; } log( "debugSquadInfo:" @ debugSquadInfo ); } } exec function debugPlayerWeapon() { playerWeaponDebug = true; } // Temporary function to quickly display shadowed text simulated function drawShadowedText(canvas Canvas, String text, int x, int y) { Canvas.Font = SmallFont; Canvas.SetPos(x+1, y+1); Canvas.SetDrawColor(80, 80, 80); Canvas.DrawText(text); Canvas.SetPos(x, y); Canvas.SetDrawColor(255, 255, 255); Canvas.DrawText(text); } // Temporary function to quickly display shadowed text simulated function drawJustifiedShadowedText(canvas Canvas, String text, int x, int y, int x1, int y1, int justify) { local Color color; color = Canvas.DrawColor; Canvas.Font = SmallFont; Canvas.SetDrawColor(80, 80, 80); Canvas.DrawTextJustified(text, justify, x+1, y+1, x1, y1); Canvas.SetDrawColor(color.r, color.g, color.b, color.a); Canvas.DrawTextJustified(text, justify, x, y, x1, y1); } // draws the current team and player scores simulated function drawScores(Canvas C, optional int y) { local PlayerCharacterController PC; local float textSizeX, textSizeY; local int i, j, x; local Array<int> scoreVals; local Array<string> scoreNames; local Array<TribesReplicationInfo> sortedTRIList; local PlayerReplicationInfo P; local Character char; local TeamInfo team; PC = PlayerCharacterController(PlayerOwner); if (PC == None) return; char = Character(PlayerOwner.Pawn); if (char == None) return; C.Font = SmallFont; C.TextSize("W", textSizeX, textSizeY); // Team Scores scoreNames.Length = 0; scoreVals.Length = 0; C.SetDrawColor(255, 255, 255); ForEach DynamicActors(class'TeamInfo', team) { // sort by score i = 0; if ( scoreVals.length > 0 ) while ( i < scoreVals.length && scoreVals[i] > team.Score ) i++; scoreVals.Insert(i, 1); scoreVals[i] = team.Score; scoreNames.Insert(i, 1); scoreNames[i] = string(team.Label); } if (y == 0) { y = 0.1 * C.ClipY; } x = 0.1 * C.ClipX; C.SetPos(x + (0.8 * C.ClipX * 0.0), y - textSizeY - 3); C.DrawText("Team"); C.SetPos(x + (0.8 * C.ClipX * 0.22), y - textSizeY - 3); C.DrawText("Score"); C.SetPos(x, y); C.DrawRect(C.WhiteTex, 0.8 * C.ClipX, 1); C.SetPos(x + (0.8 * C.ClipX * 0.22) - 5, y - textSizeY); C.DrawRect(C.WhiteTex, 1, (scoreVals.Length + 1) * textSizeY); y += 2; for (i = 0; i < scoreVals.Length; i++) { if (scoreNames[i] == string(char.team().Label)) C.SetDrawColor(255, 0, 0); else C.SetDrawColor(255, 255, 255); drawJustifiedShadowedText(C, scoreNames[i], x + (0.8 * C.ClipX * 0.0), y, x + (0.8 * C.ClipX * 0.7), y + 0.03 * C.ClipY, 0); drawJustifiedShadowedText(C, string(scoreVals[i]), x + (0.8 * C.ClipX * 0.22), y, x + (0.8 * C.ClipX * 1.0), y + 0.03 * C.ClipY, 0); y += 0.03 * C.ClipY; } y += 40; // Player Scores scoreNames.Length = 0; scoreVals.Length = 0; C.SetDrawColor(255, 255, 255); for (j = 0; j < PlayerOwner.GameReplicationInfo.PRIArray.Length; j++) { P = tribesReplicationInfo(PlayerOwner.GameReplicationInfo.PRIArray[j]); // sort by score i = 0; if ( scoreVals.length > 0 ) while ( i < scoreVals.length && scoreVals[i] > P.Score ) i++; sortedTRIList.Insert(i, 1); sortedTRIList[i] = tribesReplicationInfo(P); scoreVals.Insert(i, 1); scoreVals[i] = P.Score; scoreNames.Insert(i, 1); scoreNames[i] = P.PlayerName; } x = 0.1 * C.ClipX; C.SetPos(x + (0.8 * C.ClipX * 0.0), y - textSizeY - 3); C.DrawText("Player"); C.SetPos(x + (0.8 * C.ClipX * 0.22), y - textSizeY - 3); C.DrawText("Score"); C.SetPos(x + (0.8 * C.ClipX * 0.22 + 60), y - textSizeY - 3); C.DrawText("O"); C.SetPos(x + (0.8 * C.ClipX * 0.22 + 90), y - textSizeY - 3); C.DrawText("D"); C.SetPos(x + (0.8 * C.ClipX * 0.22 + 120), y - textSizeY - 3); C.DrawText("S"); for (j=0; j < sortedTRIList[0].statDataList.Length; j++) { C.SetPos(x + (0.8 * C.ClipX * 0.22 + 180 + j*50), y - textSizeY - 3); C.DrawText(char.tribesReplicationInfo.statDataList[j].statClass.default.acronym); } C.SetPos(x, y); C.DrawRect(C.WhiteTex, 0.8 * C.ClipX, 1); C.SetPos(x + (0.8 * C.ClipX * 0.22) - 5, y - textSizeY); C.DrawRect(C.WhiteTex, 1, (scoreVals.Length + 1) * textSizeY); y += 2; P = char.tribesReplicationInfo; for (i = 0; i < sortedTRIList.Length; i++) { if (sortedTRIList[i].PlayerName == P.PlayerName) C.SetDrawColor(255, 0, 0); else C.SetDrawColor(255, 255, 255); drawJustifiedShadowedText(C, sortedTRIList[i].PlayerName, x + (0.8 * C.ClipX * 0.0), y, x + (0.8 * C.ClipX * 0.7), y + 0.03 * C.ClipY, 0); drawJustifiedShadowedText(C, string(int(sortedTRIList[i].Score)), x + (0.8 * C.ClipX * 0.22), y, x + (0.8 * C.ClipX * 1.0), y + 0.03 * C.ClipY, 0); drawJustifiedShadowedText(C, string(sortedTRIList[i].offenseScore), x + (0.8 * C.ClipX * 0.22+60), y, x + (0.8 * C.ClipX * 1.0), y + 0.03 * C.ClipY, 0); drawJustifiedShadowedText(C, string(sortedTRIList[i].defenseScore), x + (0.8 * C.ClipX * 0.22+90), y, x + (0.8 * C.ClipX * 1.0), y + 0.03 * C.ClipY, 0); drawJustifiedShadowedText(C, string(sortedTRIList[i].styleScore), x + (0.8 * C.ClipX * 0.22+120), y, x + (0.8 * C.ClipX * 1.0), y + 0.03 * C.ClipY, 0); for (j=0; j < sortedTRIList[i].statDataList.Length; j++) { drawJustifiedShadowedText(C, string(sortedTRIList[i].statDataList[j].amount), x + (0.8 * C.ClipX * 0.22 + 180 + j*50), y, x + (0.8 * C.ClipX * 1.0), y + 0.03 * C.ClipY, 0); } y += 0.03 * C.ClipY; } } // drawBox function drawBox(canvas C, int x, int y, int w, int h, optional int size) { if (size == 0) size = 1; C.SetPos(X, Y); C.DrawRect(C.WhiteTex, size, h); C.DrawRect(C.WhiteTex, w, size); C.SetPos(X + w, Y); C.DrawRect(C.WhiteTex, size, h); C.SetPos(X, Y + h); C.DrawRect(C.WhiteTex, w+size, size); C.SetPos(X, Y); } // LocalizedMessage simulated function LocalizedMessage( class<LocalMessage> Message, optional int Switch, optional Core.Object Related1, optional Core.Object Related2, optional Core.Object OptionalObject, optional string CriticalString, optional string OptionalString ) { PlayerOwner.ClientMessage( Message.static.GetString(Switch, Related1, Related2, OptionalObject, OptionalString) ); } //============================================================================= defaultProperties { NavigationTestHarnessClass = "Tyrion.ConcreteNavigationTest" ConsoleMessagePosY = 0.6 ConsoleMessageCount=8 HUDScriptType = "TribesGUI.TribesDebugHUDScript" hugeFont = font'TribesFonts.Tahoma24' } //hugeFont = font'UWindowFonts.TahomaB30' |
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