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UDK/2012년스터디/소스: Difference between revisions

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Line 6: Line 6:
   
   
  // definition of member variable, assigning value is done at defaultproperties function
  // definition of member variable, assigning value is done at defaultproperties function
  var int a;
  var int a;[[Media(Example.mp3)]]
   
   
  // Its behavior is similarly to constructor.
  // Its behavior is similarly to constructor.
Line 43: Line 43:
  }
  }


= 2012.07.10 카메라 소스 =
// ESPlayerPawn.uc
simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
{
local vector CamStart, HitLocation, HitNormal, CamDirX, CamDirY, CamDirZ, CurrentCamOffset;
local float DesiredCameraZOffset;
CamStart = self.Location;
CurrentCamOffset = self.CamOffset;
DesiredCameraZOffset = (Health > 0) ? - 1.2 * GetCollisionHeight() + Mesh.Translation.Z : 0.f;
CameraZOffset = (fDeltaTime < 0.2) ? - DesiredCameraZOffset * 5 * fDeltaTime + (1 - 5*fDeltaTime) * CameraZOffset : DesiredCameraZOffset;
   
if ( Health <= 0 )
{
CurrentCamOffset = vect(0,0,0);
CurrentCamOffset.X = GetCollisionRadius();
}
CamStart.Z += CameraZOffset;
GetAxes(out_CamRot, CamDirX, CamDirY, CamDirZ);
CamDirX *= CurrentCameraScale;
if ( (Health <= 0) || bFeigningDeath ) {
// Move camera to prevent pinning by world
// @todo fixmesteve. If FindSpot fails, then (rarely does) camera pinned continously.
FindSpot(GetCollisionExtent(), CamStart);
}
if (CurrentCameraScale < CameraScale) {
CurrentCameraScale = FMin(CameraScale, CurrentCameraScale + 5 * FMax(CameraScale - CurrentCameraScale, 0.3)*fDeltaTime);
}
else if (CurrentCameraScale > CameraScale) {
CurrentCameraScale = FMax(CameraScale, CurrentCameraScale - 5 * FMax(CameraScale - CurrentCameraScale, 0.3)*fDeltaTime);
}
if (CamDirX.Z > GetCollisionHeight()) {
CamDirX *= square(cos(out_CamRot.Pitch * 0.0000958738)); // 0.0000958738 = 2*PI/65536
}
out_CamLoc = CamStart - CamDirX*CurrentCamOffset.X + CurrentCamOffset.Y*CamDirY + CurrentCamOffset.Z*CamDirZ;
if (Trace(HitLocation, HitNormal, out_CamLoc, CamStart, false, vect(12,12,12)) != None) {
out_CamLoc = HitLocation;
}
return true;
}
= 2012.07.16 간단한 문자열 연결 kismet 소스 =
class SeqAct_ConcatenateStrings extends SequenceAction;
var() String ValueA;
var() String ValueB;
var() bool ConcatenateWithSpace;
var string StringResult;
event Activated()
{
  StringResult = (ConcatenateWithSpace) ? ValueA@ValueB : ValueA$ValueB;
  ActivateOutputLink(0);
}
defaultproperties
{
  ObjName="Concatenate Strings"
  ObjCategory="Misc"
  InputLinks(0)=(LinkDesc="In")
  OutputLinks(0)=(LinkDesc="Out")
  VariableLinks.Empty
  VariableLinks(0)=(ExpectedType=class'SeqVar_String',LinkDesc="A",PropertyName=ValueA)
  VariableLinks(1)=(ExpectedType=class'SeqVar_String',LinkDesc="B",PropertyName=ValueB)
  VariableLinks(2)=(ExpectedType=class'SeqVar_String',LinkDesc="StringResult",bWriteable=true,PropertyName=StringResult)
}
이걸 컴파일하면 다음과 같은 키즈멧 노드를 생성할 수 있다.
[[Media(http://udn.epicgames.com/Three/rsrc/Three/DevelopmentKitGemsConcatenateStringsKismetNode/03_PopulatingConcatenateKismetNode.jpg)]]
----
----
[[2012년활동지도]], [[UDK/2012년스터디]]
[[2012년활동지도]], [[UDK/2012년스터디]]

Latest revision as of 14:06, 26 March 2026

2012.07.04

// EmeraldStage/ESGameInfo.uc
class ESGameInfo extends UTDeathmatch;

// definition of member variable, assigning value is done at defaultproperties function
var int a;[[Media(Example.mp3)]]

// Its behavior is similarly to constructor.
DefaultProperties
{
	// Extend PlayerController class to custom class
	PlayerControllerClass = class'ESPlayerController';
}

// Event occured when character logged in(or creation). There are existing function PreLogin, PostLogin functions.
event PlayerController Login(string portal, string options, const UniqueNetId uniqueID, out string errorMsg)
{
	local PlayerController pc;
	pc = super.Login(portal, options, uniqueID, errorMsg);
	return pc;
}

event PostLogin(PlayerController pc)
{
	`log("Hello World!");
	`log(pc.Name@"logged in");
	super.PostLogin(pc);
}
// EmeraldStage/ESPlayerController.uc
class ESPlayerController extends UTPlayerController;

DefaultProperties
{
}

event Tick(float deltaTime)
{
	// called every update time
	`log("tick!");
}

2012.07.10 카메라 소스

// ESPlayerPawn.uc

simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
{
	local vector CamStart, HitLocation, HitNormal, CamDirX, CamDirY, CamDirZ, CurrentCamOffset;
	local float DesiredCameraZOffset;

	CamStart = self.Location;
	CurrentCamOffset = self.CamOffset;

	DesiredCameraZOffset = (Health > 0) ? - 1.2 * GetCollisionHeight() + Mesh.Translation.Z : 0.f;
	CameraZOffset = (fDeltaTime < 0.2) ? - DesiredCameraZOffset * 5 * fDeltaTime + (1 - 5*fDeltaTime) * CameraZOffset : DesiredCameraZOffset;
   
	if ( Health <= 0 )
	{
		CurrentCamOffset = vect(0,0,0);
		CurrentCamOffset.X = GetCollisionRadius();
	}

	CamStart.Z += CameraZOffset;
	GetAxes(out_CamRot, CamDirX, CamDirY, CamDirZ);
	CamDirX *= CurrentCameraScale;

	if ( (Health <= 0) || bFeigningDeath ) {
		// Move camera to prevent pinning by world
		// @todo fixmesteve. If FindSpot fails, then (rarely does) camera pinned continously.
		FindSpot(GetCollisionExtent(), CamStart);
	}

	if (CurrentCameraScale < CameraScale) {
		CurrentCameraScale = FMin(CameraScale, CurrentCameraScale + 5 * FMax(CameraScale - CurrentCameraScale, 0.3)*fDeltaTime);
	}
	else if (CurrentCameraScale > CameraScale) {
		CurrentCameraScale = FMax(CameraScale, CurrentCameraScale - 5 * FMax(CameraScale - CurrentCameraScale, 0.3)*fDeltaTime);
	}

	if (CamDirX.Z > GetCollisionHeight()) {
		CamDirX *= square(cos(out_CamRot.Pitch * 0.0000958738)); // 0.0000958738 = 2*PI/65536
	}

	out_CamLoc = CamStart - CamDirX*CurrentCamOffset.X + CurrentCamOffset.Y*CamDirY + CurrentCamOffset.Z*CamDirZ;

	if (Trace(HitLocation, HitNormal, out_CamLoc, CamStart, false, vect(12,12,12)) != None) {
		out_CamLoc = HitLocation;
	}

	return true;
}

2012.07.16 간단한 문자열 연결 kismet 소스

class SeqAct_ConcatenateStrings extends SequenceAction;

var() String ValueA;
var() String ValueB;
var() bool ConcatenateWithSpace;
var string StringResult;

event Activated()
{
  StringResult = (ConcatenateWithSpace) ? ValueA@ValueB : ValueA$ValueB;
  ActivateOutputLink(0);
}

defaultproperties
{
  ObjName="Concatenate Strings"
  ObjCategory="Misc"
  InputLinks(0)=(LinkDesc="In")
  OutputLinks(0)=(LinkDesc="Out")
  VariableLinks.Empty
  VariableLinks(0)=(ExpectedType=class'SeqVar_String',LinkDesc="A",PropertyName=ValueA)
  VariableLinks(1)=(ExpectedType=class'SeqVar_String',LinkDesc="B",PropertyName=ValueB)
  VariableLinks(2)=(ExpectedType=class'SeqVar_String',LinkDesc="StringResult",bWriteable=true,PropertyName=StringResult)
}

이걸 컴파일하면 다음과 같은 키즈멧 노드를 생성할 수 있다. [[Media(http://udn.epicgames.com/Three/rsrc/Three/DevelopmentKitGemsConcatenateStringsKismetNode/03_PopulatingConcatenateKismetNode.jpg)%5D%5D


2012년활동지도, UDK/2012년스터디