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UTGame.UTSimpleDestroyable


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/**
 * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
 */
class UTSimpleDestroyable extends DynamicSMActor
    abstract
    hidecategories(Collision);

/** Should go boom when shot. */
var()   bool    bDestroyOnDamage;

/** Should go boom when a player walks over it. */
var()   bool    bDestroyOnPlayerTouch;

/** Should go boom when a vehicle drives over it. */
var()   bool    bDestroyOnVehicleTouch;

/** Mesh to switch to when destroyed. */
var()   StaticMesh              MeshOnDestroy;

/** Sound to play when destroyed. */
var()   SoundCue                SoundOnDestroy;

/** Particles to play when destroyed. */
var()   ParticleSystem          ParticlesOnDestroy;

/** Static mesh to spawn as physics object when destroyed. */
var()   StaticMesh              SpawnPhysMesh;

/** How long the spawned physics object should last. */
var()   float                   SpawnPhysMeshLifeSpan;

/** Initial linear velocity for spawned physics object. */
var()   vector                  SpawnPhysMeshLinearVel;

/** initial angular velocity for spawned physics object. */
var()   vector                  SpawnPhysMeshAngularVel;

/** Time between being destroyed and respawning. */
var()   float                   RespawnTime;

/** Used to remember what mesh to set us back to when respawned. */
var     StaticMesh              RespawnStaticMesh;

/** Whether we are currently in the destroyed state. */
var     bool                    bDestroyed;

/** Time before we are going to respawn. */
var     float                   TimeToRespawn;

/** Used to shut down actor on the server to reduce overhead. */
simulated function PostBeginPlay()
{
    Super.PostBeginPlay();

    // Remember what mesh we
    RespawnStaticMesh = StaticMeshComponent.StaticMesh;

    // If this is on dedicated server 
    if(WorldInfo.NetMode == NM_DedicatedServer)
    {
        SetCollision(FALSE, FALSE);
        DetachComponent(StaticMeshComponent);
        BeginState('IgnoreItAll');
    }
}

/** Do actual explosion. */
simulated function GoBoom()
{
    local UTSD_SpawnedKActor PhysMesh;

    // Swap/hide the mesh
    if(MeshOnDestroy != None)
    {
        StaticMeshComponent.SetStaticMesh(MeshOnDestroy);
    }
    else
    {
        StaticMeshComponent.SetStaticMesh(None);
        DetachComponent(StaticMeshComponent);
    }

    // Fire particles
    if(ParticlesOnDestroy != None)
    {
        WorldInfo.MyEmitterPool.SpawnEmitter(ParticlesOnDestroy, Location, Rotation);
    }

    // Play sound
    if(SoundOnDestroy != None)
    {
        PlaySound(SoundOnDestroy, TRUE);
    }

    // Spawn physics mesh
    if(SpawnPhysMesh != None)
    {
        PhysMesh = spawn(class'UTSD_SpawnedKActor',,,Location, Rotation);
        PhysMesh.StaticMeshComponent.SetStaticMesh(SpawnPhysMesh);
        PhysMesh.StaticMeshComponent.SetRBLinearVelocity(SpawnPhysMeshLinearVel, FALSE);
        PhysMesh.StaticMeshComponent.SetRBAngularVelocity(SpawnPhysMeshAngularVel, FALSE);
        PhysMesh.StaticMeshComponent.WakeRigidBody();

        // Have it collide with the world but thats it (ie not vehicles or players)
        PhysMesh.SetCollision(FALSE, FALSE);
        PhysMesh.StaticMeshComponent.SetRBChannel(RBCC_Nothing);
        PhysMesh.StaticMeshComponent.SetRBCollidesWithChannel(RBCC_Default, TRUE);

        // Set lifespan
        PhysMesh.LifeSpan = SpawnPhysMeshLifeSpan;
    }

    bDestroyed = TRUE;
    TimeToRespawn = RespawnTime;
    SetTimer(1.0, TRUE, 'CheckRespawn');
}

/** Put destructible back into pre-destroyed state. */
simulated function RespawnDestructible()
{
    // Reset static mesh and re-attach component.
    StaticMeshComponent.SetStaticMesh(RespawnStaticMesh);
    if(!StaticMeshComponent.bAttached)
    {
        AttachComponent(StaticMeshComponent);
    }

    bDestroyed = FALSE;
}

/** Called when shot. */
simulated function TakeDamage(int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
{
    if(!bDestroyed && bDestroyOnDamage)
    {
        GoBoom();
    }
}

/** Called when overlapped by car/player */
simulated function Touch(Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal)
{
    // Ignore if destroyed.
    if(bDestroyed)
    {
        return;
    }

    if( Vehicle(Other) != None )
    {
        if(bDestroyOnVehicleTouch)
        {
            GoBoom();
        }
    }
    else
    {
        if(bDestroyOnPlayerTouch)
        {
            GoBoom();
        }
    }
}

/** Used to countdown to respawn. */
simulated event CheckRespawn()
{
    // If destroyed, countdown to respawn.
    if(bDestroyed)
    {
        TimeToRespawn -= 1.0;

        if(TimeToRespawn < 0.f && (StaticMeshComponent.LastRenderTime < WorldInfo.TimeSeconds - 1.0f))
        {
            RespawnDestructible();
            ClearTimer('CheckRespawn');
        }
    }
}

/** State used to stop anything from happening on dedicated server. */
state IgnoreItAll
{
    ignores Touch, TakeDamage, Tick;
}

defaultproperties
{
   bDestroyOnDamage=True
   bDestroyOnPlayerTouch=True
   bDestroyOnVehicleTouch=True
   SpawnPhysMeshLifeSpan=5.000000
   RespawnTime=30.000000
   Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent0 Archetype=StaticMeshComponent'Engine.Default__DynamicSMActor:StaticMeshComponent0'
      LightEnvironment=DynamicLightEnvironmentComponent'UTGame.Default__UTSimpleDestroyable:MyLightEnvironment'
      bUseAsOccluder=False
      CastShadow=False
      BlockActors=False
      ObjectArchetype=StaticMeshComponent'Engine.Default__DynamicSMActor:StaticMeshComponent0'
   End Object
   StaticMeshComponent=StaticMeshComponent0
   Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicSMActor:MyLightEnvironment'
      bDynamic=False
      bEnabled=True
      ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicSMActor:MyLightEnvironment'
   End Object
   LightEnvironment=MyLightEnvironment
   Components(0)=MyLightEnvironment
   Components(1)=StaticMeshComponent0
   bNoDelete=True
   bCollideActors=True
   bProjTarget=True
   bPathColliding=False
   CollisionComponent=StaticMeshComponent0
   CollisionType=COLLIDE_CustomDefault
   Name="Default__UTSimpleDestroyable"
   ObjectArchetype=DynamicSMActor'Engine.Default__DynamicSMActor'
}

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Class file time: Thu 22/11/2007 16:06:10.000 - Creation time: Mon 26/11/2007 17:42:06.406 - Created with UnCodeX