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Engine.TriggerLight


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//=============================================================================
// TriggerLight.
// A lightsource which can be triggered on or off.
//=============================================================================
class TriggerLight extends Light;

//-----------------------------------------------------------------------------
// Variables.

var() float ChangeTime;        // Time light takes to change from on to off.
var() bool  bInitiallyOn;      // Whether it's initially on.
var() bool  bDelayFullOn;      // Delay then go full-on.
var() float RemainOnTime;      // How long the TriggerPound effect lasts

var   float InitialBrightness; // Initial brightness.
var   float Alpha, Direction;
var   actor SavedTrigger;
var   float poundTime;

//-----------------------------------------------------------------------------
// Engine functions.

// Called at start of gameplay.
simulated function BeginPlay()
{
    // Remember initial light type and set new one.
    Disable( 'Tick' );
    InitialBrightness = LightBrightness;
    if( bInitiallyOn )
    {
        Alpha     = 1.0;
        Direction = 1.0;
    }
    else
    {
        Alpha     = 0.0;
        Direction = -1.0;
    }
    DrawType = DT_None;
}

// Called whenever time passes.
function Tick( float DeltaTime )
{
    Alpha += Direction * DeltaTime / ChangeTime;
    if( Alpha > 1.0 )
    {
        Alpha = 1.0;
        Disable( 'Tick' );
        if( SavedTrigger != None )
            SavedTrigger.EndEvent();
    }
    else if( Alpha < 0.0 )
    {
        Alpha = 0.0;
        Disable( 'Tick' );
        if( SavedTrigger != None )
            SavedTrigger.EndEvent();
    }
    if( !bDelayFullOn )
        LightBrightness = Alpha * InitialBrightness;
    else if( (Direction>0 && Alpha!=1) || Alpha==0 )
        LightBrightness = 0;
    else
        LightBrightness = InitialBrightness;
}

//-----------------------------------------------------------------------------
// Public states.

// Trigger turns the light on.
state() TriggerTurnsOn
{
    function Trigger( actor Other, pawn EventInstigator )
    {
        if( SavedTrigger!=None )
            SavedTrigger.EndEvent();
        SavedTrigger = Other;
        SavedTrigger.BeginEvent();
        Direction = 1.0;
        Enable( 'Tick' );
    }
}

// Trigger turns the light off.
state() TriggerTurnsOff
{
    function Trigger( actor Other, pawn EventInstigator )
    {
        if( SavedTrigger!=None )
            SavedTrigger.EndEvent();
        SavedTrigger = Other;
        SavedTrigger.BeginEvent();
        Direction = -1.0;
        Enable( 'Tick' );
    }
}

// Trigger toggles the light.
state() TriggerToggle
{
    function Trigger( actor Other, pawn EventInstigator )
    {
        if( SavedTrigger!=None )
            SavedTrigger.EndEvent();
        SavedTrigger = Other;
        SavedTrigger.BeginEvent();
        Direction *= -1;
        Enable( 'Tick' );
    }
}

// Trigger controls the light.
state() TriggerControl
{
    function Trigger( actor Other, pawn EventInstigator )
    {
        if( SavedTrigger!=None )
            SavedTrigger.EndEvent();
        SavedTrigger = Other;
        SavedTrigger.BeginEvent();
        if( bInitiallyOn ) Direction = -1.0;
        else               Direction = 1.0;
        Enable( 'Tick' );
    }
    function UnTrigger( actor Other, pawn EventInstigator )
    {
        if( SavedTrigger!=None )
            SavedTrigger.EndEvent();
        SavedTrigger = Other;
        SavedTrigger.BeginEvent();
        if( bInitiallyOn ) Direction = 1.0;
        else               Direction = -1.0;
        Enable( 'Tick' );
    }
}

state() TriggerPound {

    function Timer () {
    
        if (poundTime >= RemainOnTime) {
        
            Disable ('Timer');
        }
        poundTime += ChangeTime;
        Direction *= -1;
        SetTimer (ChangeTime, false);
    }

    function Trigger( actor Other, pawn EventInstigator )
    {

        if( SavedTrigger!=None )
            SavedTrigger.EndEvent();
        SavedTrigger = Other;
        SavedTrigger.BeginEvent();
        Direction = 1;
        poundTime = ChangeTime;         // how much time will pass till reversal
        SetTimer (ChangeTime, false);       // wake up when it's time to reverse
        Enable   ('Timer');
        Enable   ('Tick');
    }
}

defaultproperties
{
     bStatic=False
     bHidden=False
     bMovable=True
     RemoteRole=ROLE_SimulatedProxy
}

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Class file time: za 22-4-2006 13:00:12.000 - Creation time: za 22-4-2006 13:01:34.437 - Created with UnCodeX