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//============================================================================= // ScriptedSequence // used for setting up scripted sequences for pawns. // A ScriptedController is spawned to carry out the scripted sequence. //============================================================================= class ScriptedSequence extends AIScript; var(AIScript) export editinline Array<ScriptedAction> Actions; var class<ScriptedController> ScriptControllerClass; function PostBeginPlay() { local int i; super.PostBeginPlay(); for ( i=0; i<Actions.Length; i++ ) if ( Actions[i] != None ) Actions[i].PostBeginPlay( Self ); } event Reset() { local int i; super.Reset(); for ( i=0; i<Actions.Length; i++ ) if ( Actions[i] != None ) Actions[i].Reset(); } /* SpawnController() Spawn and initialize an AI Controller (called by a non-player controlled Pawn at level startup) */ function SpawnControllerFor(Pawn P) { Super.SpawnControllerFor(P); TakeOver(P); } function bool CheckForErrors() { if ( Actions.Length > 0 ) { log(self$" has no Actions!"); return true; } return Super.CheckForErrors(); } /* TakeOver() Spawn a scripted controller, which temporarily takes over the actions of the pawn, unless pawn is currently controlled by a scripted controller - then just change its script */ function TakeOver(Pawn P) { local ScriptedController S; if ( ScriptedController(P.Controller) != None ) S = ScriptedController(P.Controller); else { S = spawn(ScriptControllerClass); S.PendingController = P.Controller; if ( S.PendingController != None ) S.PendingController.PendingStasis(); } S.MyScript = self; S.TakeControlOf(P); S.SetNewScript(self); } //***************************************************************************************** // Script Changes function bool ValidAction(Int N) { return true; } function SetActions(ScriptedController C) { local ScriptedSequence NewScript; local bool bDone; if ( C.CurrentAnimation != None ) C.CurrentAnimation.SetCurrentAnimationFor(C); while ( !bDone ) { if ( C.ActionNum < Actions.Length ) { if ( ValidAction(C.ActionNum) ) NewScript = Actions[C.ActionNum].GetScript(self); else { NewScript = None; warn(GetItemName(string(self))$" action "$C.ActionNum@Actions[C.ActionNum].GetActionString()$" NOT VALID!!!"); } } else NewScript = None; if ( NewScript == None ) { C.CurrentAction = None; return; } if ( NewScript != self ) { C.SetNewScript(NewScript); return; } if ( Actions[C.ActionNum] == None ) { Warn(self$" no action "$C.ActionNum$"!!!"); C.CurrentAction = None; return; } bDone = Actions[C.ActionNum].InitActionFor(C); if ( bLoggingEnabled ) log(GetItemName(string(C.Pawn))$" script "$GetItemName(string(tag))$" action "$C.ActionNum@Actions[C.ActionNum].GetActionString()); if ( !bDone ) { if ( Actions[C.ActionNum] == None ) { Warn(self$" has no action "$C.ActionNum$"!!!"); C.CurrentAction = None; return; } Actions[C.ActionNum].ActionCompleted(); Actions[C.ActionNum].ProceedToNextAction(C); } } } defaultproperties { ScriptControllerClass=Class'Gameplay.ScriptedController' bNavigate=Wahr bCollideWhenPlacing=Wahr CollisionRadius=50.000000 CollisionHeight=100.000000 bDirectional=Wahr } |
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