More actions
imported>ppparkje No edit summary |
imported>ppparkje No edit summary |
||
| 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 92: | Line 92: | ||
return true; | 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]] | ||
Revision as of 06:23, 16 July 2012
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