Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

# GUI.GUIActorContainer

00001 00002 00003 00004 00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079

    // ====================================================================
    //  Class:  GUI.GUIActorContainer
    //
    //	GUIActorContainer - The container for actors in the gui
    // ====================================================================
    /*=============================================================================
    	In Game GUI Editor System V1.0
    	2003 - Irrational Games, LLC.
    	* Dan Kaplan
    =============================================================================*/
    #if !IG_GUI_LAYOUT
    #error This code requires IG_GUI_LAYOUT to be defined due to extensive revisions of the origional code. [DKaplan]
    #endif
    /*===========================================================================*/

    class GUIActorContainer extends GUIActorContainerBase
    		;

    var(GUIActor) config Class<Actor> ActorClass "The actual class of the actor to spawn for this container";
    var(GUIActor) config float ScaleFactor "The size offset for this Actor";

    var(GUIActor) config StaticMesh StaticMesh "StaticMesh if DrawType=DT_StaticMesh";
    var(GUIActor) config mesh		Mesh "Mesh if DrawType=DT_Mesh.";
    var(GUIActor) config float	DrawScale "Scaling factor, 1.0=normal size.";
    var(GUIActor) config vector	DrawScale3D "Scaling vector, (1.0,1.0,1.0)=normal size.";
    var(GUIActor) config array<Material> Skins "Multiple skin support - not replicated.";
    var(GUIActor) config bool bUnlit "Lights don't affect actor.";
    var(GUIActor) config rotator RotationRate "Change in rotation per second.";
    var(GUIActor) config bool    bHighDetail "Only show up in high or super high detail mode.";
    var(GUIActor) config bool	bSuperHighDetail "Only show up in super high detail mode.";

    function SpawnActor()
    {
        if( Actor != None && Actor.Class == ActorClass && Actor.Tag == ActorName )
            return;
        Actor = PlayerOwner().Spawn(ActorClass,,ActorName);
        Actor.bHidden = false;
    }

    event OnModify()
    {
        if( Actor == None )
            return;

        Actor.Skins=Skins;
        Actor.bUnlit=bUnlit;
        Actor.RotationRate=RotationRate;
        Actor.bHighDetail=bHighDetail;
        Actor.bSuperHighDetail=bSuperHighDetail;

        if( Actor.Mesh != Mesh && Mesh != None )
        	Actor.LinkMesh( Mesh );
    	if( Actor.StaticMesh != StaticMesh && StaticMesh != None)
            Actor.SetStaticMesh( StaticMesh );

        Super.OnModify();
    }

    protected function PositionActor()
    {
        local float extraSize;

        extraSize = 1.0;
        Controller.SizeOfControl( self, extraSize );
        extraSize *= ScaleFactor;
      	Actor.SetDrawScale( Actor.default.DrawScale*extraSize );
    	Actor.SetDrawScale3D( Actor.default.DrawScale3D*extraSize );

        Super.PositionActor();
    }

    defaultproperties
    {
        ScaleFactor=3.5
    	OnDraw=InternalOnDraw
    }

Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

Class file time: ne 5.9.2004 16:02:08.000 - Creation time: st 23.5.2018 00:10:43.616 - Created with UnCodeX