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// ============================================================================ // JBCamera // Copyright 2002 by Mychaeel <mychaeel@planetjailbreak.com> // $Id: JBCamera.uc,v 1.41 2007-04-01 15:15:34 jrubzjeknf Exp $ // // General-purpose camera for Jailbreak. // ============================================================================ class JBCamera extends Keypoint placeable; // ============================================================================ // Imports // ============================================================================ #exec texture import file=Textures\JBCamera.pcx mips=off masked=on // ============================================================================ // Replication // ============================================================================ replication { reliable if (Role == ROLE_Authority) Caption, Overlay, Switching, bWidescreen, FieldOfView, MotionBlur; reliable if (Role == ROLE_Authority) bHasCamManager; } // ============================================================================ // Types // ============================================================================ enum EOverlayStyle { OverlayStyle_ScaleDistort, // stretch to screen dimensions OverlayStyle_ScaleProportional, // scale proportionally to fill screen OverlayStyle_Tile, // keep dimensions and tile on screen }; struct TInfoCaption { var() bool bBlinking; // caption pulses var() Color Color; // caption color and transparency var() string Font; // caption font name var() localized string Text; // caption text var() float Position; // relative vertical position var Font FontObject; // loaded Font object }; struct TInfoOverlay { var() Material Material; // material overlaid on screen var() Color Color; // material color and transparency var() EOverlayStyle Style; // material arrangement style var Actor Actor; // if present, has RenderOverlays called }; struct TInfoSwitching { var() bool bAllowAuto; // auto-switching based on view rating var() bool bAllowManual; // manual switching by Prev/NextWeapon var() bool bAllowTriggered; // another camera triggered by TagSwitch var() bool bAllowTimed; // auto-switching when view time runs out var() int CamOrder; // camera order for manual switching var() float Time; // viewing time for timed switching var() editconst string Tag; // dummy pointing to the TagSwitch property }; struct TInfoViewer { var PlayerController Controller; // player viewing this camera var bool bManual; // player is switching manually var bool bBehindViewPrev; // previous behind-view setting var float FieldOfViewPrev; // previous field of view var Actor ViewTargetPrev; // previous view target var float TimeToSwitch; // time to next camera switch }; // ============================================================================ // Properties // ============================================================================ var(Events) name TagSwitch; // switch to this camera var() editinline JBCamController CamController; // movement controller var() TInfoCaption Caption; // camera caption text var() TInfoOverlay Overlay; // camera material overlay var() TInfoSwitching Switching; // switching in camera array var() bool bWidescreen; // display widescreen bars var() float FieldOfView; // field of view for zooming var() byte MotionBlur; // amount of motion blur // ============================================================================ // Variables // ============================================================================ var Class<JBCamController> ClassCamController; // default camera controller var private JBCamManager CamManager; // camera array manager actor var private bool bHasCamManager; // replicated flag for clients var private float TimeUpdateMovement; // last movement update var private bool bIsActiveLocal; // local player using camera var private array<TInfoViewer> ListInfoViewer; // all players using camera var private MotionBlur CameraEffectMotionBlur; // MotionBlur object in use // ============================================================================ // PostBeginPlay // // Initializes the camera array, if any. // ============================================================================ simulated event PostBeginPlay() { if (CamController == None) CamController = new ClassCamController; CamController.Camera = Self; CamController.Init(); InitCameraArray(); } // ============================================================================ // InitCameraArray // // Initializes everything required for a camera array and camera switching if // necessary. Executes server-side only. // ============================================================================ function InitCameraArray() { local JBProbeEvent ProbeEventSwitch; CamManager = Class'JBCamManager'.Static.SpawnFor(Self); if (CamManager == None) return; if (TagSwitch != '' && TagSwitch != 'None') { ProbeEventSwitch = Spawn(Class'JBProbeEvent', Self, TagSwitch); ProbeEventSwitch.OnTrigger = TriggerSwitch; } bHasCamManager = True; } // ============================================================================ // SetInitialState // // Disables the Tick event server-side. It must remain enabled client-side to // pick up when a player starts viewing from this camera, and ActivateFor will // reactivate it server-side. // ============================================================================ simulated event SetInitialState() { Super.SetInitialState(); if (Role == ROLE_Authority) Disable('Tick'); } // ============================================================================ // Trigger // // Activates this camera for the instigator; for a camera which is part of a // camera array, activates this camera only if it is the first one. // ============================================================================ event Trigger(Actor ActorOther, Pawn PawnInstigator) { if (PawnInstigator.Controller != None) TriggerForController(ActorOther, PawnInstigator.Controller); } // ============================================================================ // TriggerForController // // Like Trigger, but takes a controller reference as the instigator. Can be // used to trigger the camera when players have no pawns. Ignores any attempt // to be triggered by a Trigger when the match is not running or if the // instigator is currently jail-fighting. // ============================================================================ function TriggerForController(Actor ActorOther, Controller ControllerInstigator) { local JBCamera CameraActivate; local JBTagPlayer TagPlayerInstigator; if (Trigger(ActorOther) != None) { if (!Level.Game.IsInState('MatchInProgress')) return; TagPlayerInstigator = Class'JBTagPlayer'.Static.FindFor(ControllerInstigator.PlayerReplicationInfo); if (TagPlayerInstigator == None || (TagPlayerInstigator.IsInJail() && Class'JBBotSquadJail'.Static.IsPlayerFighting(ControllerInstigator))) return; } if (CamManager == None) { CameraActivate = Self; } else if (CamManager.FindCameraFirst() == Self) { if (Switching.bAllowAuto) CameraActivate = CamManager.FindCameraBest(); if (CameraActivate == None) CameraActivate = Self; } if (CameraActivate != None) CameraActivate.ActivateFor(ControllerInstigator); } // ============================================================================ // UnTrigger // // Deactivates this camera for the instigator. // ============================================================================ event UnTrigger(Actor ActorOther, Pawn PawnInstigator) { DeactivateFor(PawnInstigator.Controller); } // ============================================================================ // TriggerSwitch // // Called when all viewers of in this camera array should switch to this // camera. // ============================================================================ function TriggerSwitch(Actor ActorOther, Pawn PawnInstigator) { local JBCamera thisCamera; foreach DynamicActors(Class'JBCamera', thisCamera, Tag) if (thisCamera != Self && thisCamera.Switching.bAllowTriggered) thisCamera.SwitchTo(Self); } // ============================================================================ // SwitchTo // // Switches all viewers of this camera to the given other camera. Ignores // viewers who are currently set on manual switching unless bOverrideManual is // set to True. // ============================================================================ function SwitchTo(JBCamera Camera, optional bool bOverrideManual) { local int iInfoViewer; for (iInfoViewer = ListInfoViewer.Length - 1; iInfoViewer >= 0; iInfoViewer--) if (bOverrideManual || !ListInfoViewer[iInfoViewer].bManual) Camera.ActivateFor(ListInfoViewer[iInfoViewer].Controller); } // ============================================================================ // SwitchToPrev // // Called by a viewing player's JBInventoryCamera inventory when PrevWeapon // is called. Switches the player to the previous camera in the array. // ============================================================================ function SwitchToPrev(Controller Controller, optional bool bManual) { local JBCamera CameraPrev; if (CamManager == None) return; CameraPrev = CamManager.FindCameraPrev(Self); CameraPrev.ActivateFor(Controller, bManual); } // ============================================================================ // SwitchToNext // // Called by a viewing player's JBInventoryCamera inventory when NextWeapon // is called. Switches the player to the next camera in the array. // ============================================================================ function SwitchToNext(Controller Controller, optional bool bManual) { local JBCamera CameraNext; if (CamManager == None) return; CameraNext = CamManager.FindCameraNext(Self); CameraNext.ActivateFor(Controller, bManual); } // ============================================================================ // AutoSwitchTimed // // Decrements the timers of all viewers and switches them to the next camera // if appropriate. Assumes a camera array. Executed only on the server. // ============================================================================ function AutoSwitchTimed(float TimeDelta) { local int iInfoViewer; if (!Switching.bAllowTimed) return; for (iInfoViewer = ListInfoViewer.Length - 1; iInfoViewer >= 0; iInfoViewer--) { ListInfoViewer[iInfoViewer].TimeToSwitch -= TimeDelta; if (ListInfoViewer[iInfoViewer].TimeToSwitch <= 0.0 && !ListInfoViewer[iInfoViewer].bManual) SwitchToNext(ListInfoViewer[iInfoViewer].Controller); } } // ============================================================================ // AutoSwitchBest // // Finds the most suitable camera and switches all viewers to it. Assumes a // camera array. Executed only on the server. // ============================================================================ function AutoSwitchBest() { local JBCamera CameraBest; if (!Switching.bAllowAuto || ListInfoViewer.Length == 0) return; CameraBest = CamManager.FindCameraBest(); if (CameraBest != None && CameraBest != Self) SwitchTo(CameraBest); } // ============================================================================ // RateCurrentView // // Rates the view a player would have from this camera based on the rating // returned by its JBCamController. The higher the return value, the better // the view from this camera. Used to automatically switch cameras. // ============================================================================ function float RateCurrentView() { if (CamController == None) return 0.0; return CamController.RateCurrentView(); } // ============================================================================ // HasViewers // // Checks and returns whether this camera has viewers. // ============================================================================ function bool HasViewers() { return ListInfoViewer.Length > 0; } // ============================================================================ // IsViewer // // Checks and returns whether the given player is currently viewing from this // camera. // ============================================================================ function bool IsViewer(Controller Controller) { local int iInfoViewer; if (PlayerController(Controller) == None) return False; for (iInfoViewer = 0; iInfoViewer < ListInfoViewer.Length; iInfoViewer++) if (ListInfoViewer[iInfoViewer].Controller == Controller) return True; return False; } // ============================================================================ // IsViewerAllowed // // Checks and returns whether the given player is allowed to view from this // camera. // ============================================================================ function bool IsViewerAllowed(Controller Controller) { local JBTagPlayer TagPlayer; if (PlayerController(Controller) == None) return False; TagPlayer = class'JBTagPlayer'.static.FindFor(Controller.PlayerReplicationInfo); if (TagPlayer != None && TagPlayer.GetJail() != None && TagPlayer.GetJail().IsReleaseActive(Controller.PlayerReplicationInfo.Team)) return False; return True; } // ============================================================================ // ActivateFor // // Activates this camera for the given player and adds the player to the // ListControllerViewer array. Deactivation is handled by the camera // automatically, but you can also explicitely call DeactivateFor. Enables the // Tick event. // ============================================================================ function ActivateFor(Controller Controller, optional bool bManual) { local int iInfoViewer; local Actor ViewTargetPrev; local PlayerController ControllerPlayer; if (!IsViewerAllowed(Controller) || IsViewer(Controller)) return; ControllerPlayer = PlayerController(Controller); if (JBCamera(ControllerPlayer.ViewTarget) != None) JBCamera(ControllerPlayer.ViewTarget).DeactivateFor(Controller); if (!IsViewer(Controller)) { ViewTargetPrev = ControllerPlayer.ViewTarget; if ( ViewTargetPrev != Controller.Pawn && Pawn(ViewTargetPrev) != None && Pawn(ViewTargetPrev).Controller != None) ViewTargetPrev = Pawn(ViewTargetPrev).Controller; iInfoViewer = ListInfoViewer.Length; ListInfoViewer.Insert(iInfoViewer, 1); ListInfoViewer[iInfoViewer].Controller = ControllerPlayer; ListInfoViewer[iInfoViewer].bManual = bManual; ListInfoViewer[iInfoViewer].bBehindViewPrev = ControllerPlayer.bBehindView; ListInfoViewer[iInfoViewer].FieldOfViewPrev = ControllerPlayer.FOVAngle; ListInfoViewer[iInfoViewer].ViewTargetPrev = ViewTargetPrev; ListInfoViewer[iInfoViewer].TimeToSwitch = Switching.Time; if (CamManager != None && Switching.bAllowManual) CamManager.AddInventoryCamera(Controller, Self); } if (ControllerPlayer.ViewTarget != Self) { ControllerPlayer. SetViewTarget(Self); ControllerPlayer.ClientSetViewTarget(Self); } if (ControllerPlayer == Level.GetLocalPlayerController() && !bIsActiveLocal) ActivateForLocal(); Enable('Tick'); UpdateMovement(); } // ============================================================================ // DeactivateFor // // Deactivates this camera for the given player and removes the player from // the ListControllerViewer array. Disables the Tick event if no viewer is // left for this camera. // ============================================================================ function DeactivateFor(Controller Controller) { local int iInfoViewer; local Actor ViewTargetPrev; local PlayerController ControllerPlayer; ControllerPlayer = PlayerController(Controller); if (ControllerPlayer == None) return; for (iInfoViewer = 0; iInfoViewer < ListInfoViewer.Length; iInfoViewer++) if (ListInfoViewer[iInfoViewer].Controller == Controller) break; if (iInfoViewer >= ListInfoViewer.Length) return; if (ControllerPlayer.ViewTarget == Self) { ViewTargetPrev = Controller; if (JBCamera(ListInfoViewer[iInfoViewer].ViewTargetPrev) == None && ListInfoViewer[iInfoViewer].ViewTargetPrev != None) ViewTargetPrev = ListInfoViewer[iInfoViewer].ViewTargetPrev; ControllerPlayer.SetViewTarget(ViewTargetPrev); ControllerPlayer.SetFOVAngle (ListInfoViewer[iInfoViewer].FieldOfViewPrev); ControllerPlayer.bBehindView = ListInfoViewer[iInfoViewer].bBehindViewPrev; ControllerPlayer.ClientSetViewTarget(ControllerPlayer.ViewTarget); ControllerPlayer.ClientSetBehindView(ControllerPlayer.bBehindView); } if (CamManager != None) CamManager.RemoveInventoryCamera(Controller); ListInfoViewer.Remove(iInfoViewer, 1); if (ListInfoViewer.Length == 0) { if (bIsActiveLocal) DeactivateForLocal(); Disable('Tick'); } } // ============================================================================ // DeactivateForAll // // Deactivates this camera for all of its viewers. // ============================================================================ function DeactivateForAll() { while (ListInfoViewer.Length > 0) DeactivateFor(ListInfoViewer[0].Controller); } // ============================================================================ // ActivateForLocal // // Called client-side when the camera is activated for the local player. Don't // call this function directly from outside. // ============================================================================ protected simulated function ActivateForLocal() { local JBCamera thisCamera; local PlayerController ControllerPlayer; foreach DynamicActors(Class'JBCamera', thisCamera) if (thisCamera.bIsActiveLocal) thisCamera.DeactivateForLocal(); ControllerPlayer = Level.GetLocalPlayerController(); if (JBInterfaceHud(ControllerPlayer.myHUD) != None) JBInterfaceHud(ControllerPlayer.myHUD).bWidescreen = bWidescreen; if (MotionBlur > 0) { CameraEffectMotionBlur = MotionBlur(FindCameraEffect(Class'MotionBlur')); CameraEffectMotionBlur.BlurAlpha = 255 - MotionBlur; ControllerPlayer.AddCameraEffect(CameraEffectMotionBlur); } if (bHasCamManager && Switching.bAllowManual) ControllerPlayer.ReceiveLocalizedMessage(Class'JBLocalMessageScreen', 510); bIsActiveLocal = True; UpdateLocal(); } // ============================================================================ // DeactivateForLocal // // Called client-side when the camera is deactivated for the local player. // Don't call this function directly from outside. // ============================================================================ protected simulated function DeactivateForLocal() { local PlayerController ControllerPlayer; local JBInterfaceHud JBInterfaceHud; ControllerPlayer = Level.GetLocalPlayerController(); JBInterfaceHud = JBInterfaceHud(ControllerPlayer.myHUD); if (JBInterfaceHud != None) JBInterfaceHud.bWidescreen = False; if (CameraEffectMotionBlur != None) { RemoveCameraEffect(CameraEffectMotionBlur); CameraEffectMotionBlur = None; } if (JBInterfaceHud != None) JBInterfaceHud.ClearMessageByClass(Class'JBLocalMessageScreen', 510); bIsActiveLocal = False; } // ============================================================================ // UpdateLocal // // Called client-side every tick as long as this camera is activated for the // local player. // ============================================================================ protected simulated function UpdateLocal() { local PlayerController ControllerPlayer; ControllerPlayer = Level.GetLocalPlayerController(); ControllerPlayer.bBehindView = False; ControllerPlayer.FOVAngle = FieldOfView; } // ============================================================================ // UpdateMovement // // Called both server-side and client-side once a tick as long as this camera // is being used by at least once player. Executed only once a tick. // ============================================================================ simulated function UpdateMovement() { local float TimeDelta; if (CamController == None || TimeUpdateMovement == Level.TimeSeconds) return; if (TimeUpdateMovement > 0.0) TimeDelta = Level.TimeSeconds - TimeUpdateMovement; TimeUpdateMovement = Level.TimeSeconds; CamController.UpdateMovement(TimeDelta); } // ============================================================================ // Tick // // Checks whether all viewers listed in ListControllerViewer are actually // viewing from this camera and calls DeactivateFor for those who do not. // Also checks whether players should be auto-switched to a different camera. // ============================================================================ simulated event Tick(float TimeDelta) { local bool bIsActiveLocalNew; local int iInfoViewer; local PlayerController ControllerPlayer; if (Role == ROLE_Authority) for (iInfoViewer = ListInfoViewer.Length - 1; iInfoViewer >= 0; iInfoViewer--) { ControllerPlayer = ListInfoViewer[iInfoViewer].Controller; if (ControllerPlayer == None) ListInfoViewer.Remove(iInfoViewer, 1); else if (ControllerPlayer.ViewTarget != Self) DeactivateFor(ControllerPlayer); else ControllerPlayer.bBehindView = False; } if (Level.NetMode != NM_DedicatedServer) { bIsActiveLocalNew = (Level.GetLocalPlayerController().ViewTarget == Self); if (bIsActiveLocalNew != bIsActiveLocal) if (bIsActiveLocalNew) ActivateForLocal(); else DeactivateForLocal(); if (bIsActiveLocal) UpdateLocal(); } if (Role == ROLE_Authority || bIsActiveLocal) UpdateMovement(); if (CamManager != None) { AutoSwitchTimed(TimeDelta); AutoSwitchBest(); } } // ============================================================================ // RenderOverlayMaterial // // Renders the material overlay on the given Canvas. // ============================================================================ simulated function RenderOverlayMaterial(Canvas Canvas) { local float RatioStretchTotal; local vector RatioStretch; local vector SizeOverlay; if (Overlay.Material == None) return; if (Texture(Overlay.Material) != None) Texture(Overlay.Material).LODSet = LODSET_Interface; Canvas.DrawColor = Overlay.Color; switch (Overlay.Style) { case OverlayStyle_ScaleDistort: Canvas.SetPos(0, 0); Canvas.DrawTile(Overlay.Material, Canvas.ClipX, Canvas.ClipY, 0, 0, Overlay.Material.MaterialUSize(), Overlay.Material.MaterialVSize()); // DrawTileStretched is buggy break; case OverlayStyle_ScaleProportional: SizeOverlay.X = Overlay.Material.MaterialUSize(); SizeOverlay.Y = Overlay.Material.MaterialVSize(); RatioStretch.X = Canvas.ClipX / SizeOverlay.X; RatioStretch.Y = Canvas.ClipY / SizeOverlay.Y; RatioStretchTotal = FMax(RatioStretch.X, RatioStretch.Y); SizeOverlay *= RatioStretchTotal; Canvas.SetPos((Canvas.ClipX - SizeOverlay.X) / 2.0, (Canvas.ClipY - SizeOverlay.Y) / 2.0); Canvas.DrawTileScaled(Overlay.Material, RatioStretchTotal, RatioStretchTotal); break; case OverlayStyle_Tile: Canvas.SetPos(0, 0); Canvas.DrawTile(Overlay.Material, Canvas.ClipX, Canvas.ClipY, 0, 0, Canvas.ClipX, Canvas.ClipY); break; } } // ============================================================================ // RenderOverlayCaption // // Renders the caption text on the given Canvas. // ============================================================================ simulated function RenderOverlayCaption(Canvas Canvas) { local vector SizeCaption; local vector LocationCaption; if (Caption.Text == "") return; if (Caption.FontObject == None) { Caption.FontObject = Font(DynamicLoadObject(Caption.Font, Class'Font')); if (Caption.FontObject == None) Caption.FontObject = Font'DefaultFont'; } Canvas.Font = Caption.FontObject; Canvas.TextSize(Caption.Text, SizeCaption.X, SizeCaption.Y); LocationCaption.X = (Canvas.ClipX - SizeCaption.X) / 2.0; LocationCaption.Y = Canvas.ClipY * Caption.Position - SizeCaption.Y / 2.0; Canvas.DrawColor = Caption.Color; if (Caption.bBlinking) Canvas.DrawColor.A -= Canvas.DrawColor.A * (Level.TimeSeconds % 0.7) / 1.4; Canvas.SetPos(LocationCaption.X, LocationCaption.Y); Canvas.DrawText(Caption.Text); } // ============================================================================ // RenderOverlays // // Calls RenderOverlays for the overlay actor if one is present. Then renders // the overlay material and the caption on the screen. // ============================================================================ simulated function RenderOverlays(Canvas Canvas) { if (Overlay.Actor != None) Overlay.Actor.RenderOverlays(Canvas); RenderOverlayMaterial(Canvas); RenderOverlayCaption(Canvas); } // ============================================================================ // Destroyed // // Deactivates this camera for all viewers before it is destroyed. Since // cameras of this class have bNoDelete set and cannot be destroyed, this only // applies to subclasses. // ============================================================================ event Destroyed() { DeactivateForAll(); } // ============================================================================ // FindCameraEffect // // Returns a reference to an object of the given CameraEffect class. First // tries to find one in the local PlayerController's CameraEffects array. If // none exists there, gets one from the ObjectPool. // // When used in conjunction with PlayerController.AddCameraEffect and the // RemoveCameraEffect below, ensures that all code adhering to this convention // gracefully works along with each other. It may happen that the same // CameraEffect object appears multiple times in the PlayerController's // CameraEffects array, but that does not seem to be a problem. // ============================================================================ simulated function CameraEffect FindCameraEffect(Class<CameraEffect> ClassCameraEffect) { local int iCameraEffect; local PlayerController PlayerControllerLocal; PlayerControllerLocal = Level.GetLocalPlayerController(); if (PlayerControllerLocal == None) return None; for (iCameraEffect = 0; iCameraEffect < PlayerControllerLocal.CameraEffects.Length; iCameraEffect++) if (PlayerControllerLocal.CameraEffects[iCameraEffect] != None && PlayerControllerLocal.CameraEffects[iCameraEffect].Class == ClassCameraEffect) return PlayerControllerLocal.CameraEffects[iCameraEffect]; return CameraEffect(Level.ObjectPool.AllocateObject(ClassCameraEffect)); } // ============================================================================ // RemoveCameraEffect // // Removes exactly one reference to the given CameraEffect object from the // local PlayerController's CameraEffects array. Frees the object into the // ObjectPool only if no further references exist in the CameraEffects array. // ============================================================================ simulated function RemoveCameraEffect(CameraEffect CameraEffect) { local int iCameraEffect; local PlayerController PlayerControllerLocal; PlayerControllerLocal = Level.GetLocalPlayerController(); if (PlayerControllerLocal == None) return; PlayerControllerLocal.RemoveCameraEffect(CameraEffect); for (iCameraEffect = 0; iCameraEffect < PlayerControllerLocal.CameraEffects.Length; iCameraEffect++) if (PlayerControllerLocal.CameraEffects[iCameraEffect] == CameraEffect) return; Level.ObjectPool.FreeObject(CameraEffect); } // ============================================================================ // UpdatePrecacheMaterials // // Precache the overlay material. // ============================================================================ simulated function UpdatePrecacheMaterials() { Super.UpdatePrecacheMaterials(); Level.AddPrecacheMaterial(Overlay.Material); } // ============================================================================ // Defaults // ============================================================================ defaultproperties { ClassCamController = Class'JBCamController'; bWidescreen = False; MotionBlur = 0; FieldOfView = 85.0; Caption = (bBlinking=True,Color=(R=255,G=255,B=255,A=255),Font="UT2003Fonts.FontEurostile12",Position=0.8); Overlay = (Color=(R=255,G=255,B=255,A=255),Style=OverlayStyle_ScaleProportional); Switching = (bAllowManual=True,bAllowTriggered=True,Time=5.0,Tag="(set TagSwitch under Events instead)"); Texture = Texture'JBCamera'; RemoteRole = ROLE_SimulatedProxy; bNoDelete = True; bStatic = False; bDirectional = True; Velocity = (X=1.0); // hack fix for undesired scoreboard auto display } |
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