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//============================================================================== // AnnouncerQueueManager //============================================================================== // Queues Announcer messages and/or critical events //============================================================================= // Created by Laurent Delayen // © 2003, Epic Games, Inc. All Rights Reserved //============================================================================== class AnnouncerQueueManager extends Info; enum EAPriority { AP_Normal, // Queue AP_NoDuplicates, // Queue if not already in Queue AP_InstantPlay, // Skip if Queue is not empty AP_InstantOrQueueSwitch, // Queue only if queue is empty, or if queue is filled with items ONLY of the same switch (used for countdowns) }; struct QueueItem { var Name Voice; // Announcer Sound var float Delay; // Delay until next Item is processed var byte Switch; // HUD notification }; var Array<QueueItem> Queue; var float LastTimerCheck; var float GapTime; // Time between playing 2 announcer sounds var PlayerController Receiver; simulated function PostBeginPlay() { super.PostBeginPlay(); LastTimerCheck = Level.TimeSeconds; SetTimer( 0.1, true ); } simulated function InitFor( PlayerController PC ) { Receiver = PC; } // // Interface // /* Add Item to Queue */ function bool AddItemToQueue( Name ASound, optional EAPriority Priority, optional byte Switch ) { local QueueItem NewItem; if ( Receiver == None ) return false; if ( Priority == AP_InstantPlay && IsQueueing() ) return false; if ( Priority == AP_InstantOrQueueSwitch && !IsQueueingSwitch( Switch ) ) return false; if ( Priority == AP_NoDuplicates && CanFindSoundInQueue( ASound ) ) return false; NewItem.Voice = ASound; NewItem.Switch = Switch; if ( Priority == AP_InstantOrQueueSwitch ) // do not queue for these, but play instantly NewItem.Delay = 0.01; else if ( (ASound != '') && (Receiver.StatusAnnouncer != None) ) NewItem.Delay = GetSoundDuration( Receiver.StatusAnnouncer.GetSound(ASound) ) + GapTime; else NewItem.Delay = GapTime; if ( Queue.Length == 0 ) { LastTimerCheck = Level.TimeSeconds; ProcessQueueItem( NewItem ); } Queue[Queue.Length] = NewItem; return true; } final function bool CanFindSoundInQueue( name DaSoundName ) { local int i; for (i=0; i<Queue.Length; i++) { if ( Queue[i].Voice == DaSoundName ) return true; } return false; } final function bool IsQueueing() { return( Queue.Length > 0 ); } final function bool IsQueueingSwitch( byte Switch ) { local int i; if ( Queue.Length == 0 ) return true; for (i=0; i<Queue.Length; i++) { if ( Queue[i].Switch != Switch ) return false; } return true; } final function float GetQueueWaitTime() { local int i; local float WaitTime; if ( !IsQueueing() ) return 0.f; for (i=0; i<Queue.Length; i++) WaitTime += Queue[i].Delay; return WaitTime; } // // Internal // function Timer() { local float DeltaTime; DeltaTime = (Level.TimeSeconds - LastTimerCheck) / Level.TimeDilation; if ( Queue.Length > 0 ) { Queue[0].Delay -= DeltaTime; if ( Queue[0].Delay <= 0 ) { if ( Queue.Length > 1 ) ProcessQueueItem( Queue[1] ); Queue.Remove(0, 1); } } LastTimerCheck = Level.TimeSeconds; } function ProcessQueueItem( QueueItem Item ) { if ( Receiver == None ) return; if ( Item.Voice != '' ) Receiver.PlayStatusAnnouncement(Item.Voice, 0, true); if ( Item.Switch > 0 ) Receiver.myHUD.AnnouncementPlayed( Item.Voice, Item.Switch ); // HUD event } //============================================================================= // defaultproperties //============================================================================= defaultproperties { GapTime=0.1 } |
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