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UnrealI.MixMover


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//=============================================================================
// MixMover.
//=============================================================================
class MixMover expands Mover;

var() float OpenTimes [6];
var() float CloseTimes[6];
var() name  Tags      [6];
var() name  Events    [6];
var() name  AttachTag;

var int  LastKeyNum;
var int  NextKeyNum;
var int  MoveDirection;
var bool bMoveKey;

function BeginPlay() {

    KeyNum = 0;
    bMoveKey = true;
    Super.BeginPlay();
}


// Immediately after mover enters gameplay.
function PostBeginPlay()
{
    local Actor Act;
    local Mover Mov;

    // Initialize all slaves.
    if( !bSlave && (AttachTag != '') )
    {
        foreach AllActors( class 'Actor', Act, AttachTag )
        {
            Mov = Mover(Act);
            if (Mov == None) {

                Act.SetBase( Self );
            }
            else if (Mov.bSlave) {
        
                Mov.GotoState('');
                Mov.SetBase( Self );
            }
        }
    }
}

function DoOpen() {

    // Open through to the next keyframe.
    //
    LastKeyNum = KeyNum;
    InterpolateTo (KeyNum+1, OpenTimes[Keynum]);
    PlaySound (OpeningSound);
    AmbientSound = MoveAmbientSound;
}

function DoClose() {

    // Close through to the next keyframe.
    //
    LastKeyNum = KeyNum;
    InterpolateTo (KeyNum-1, CloseTimes[Keynum-1]);
    PlaySound (ClosingSound);
    AmbientSound = MoveAmbientSound;
}


function MoveKeyframe( int newKeyNum )
{       
    if( !bMoveKey ) return;

    NextKeyNum = newKeyNum;
    if( NextKeyNum < KeyNum )
    {
        MoveDirection = -1;
        GotoState('ElevatorTriggerGradual','ChangeFrame');
    }
    
    if( NextKeyNum > KeyNum )
    {
        MoveDirection = 1;
        GotoState('ElevatorTriggerGradual','ChangeFrame');
    }
}


state() ElevatorTriggerGradual {

    function InterpolateEnd(actor Other) {  
    }

ChangeFrame:
    bMoveKey = false;

    // Move the mover
    //
    if( MoveDirection > 0   ){
        DoOpen();
        FinishInterpolation();
        FinishedClosing();
    }
    else {
        DoClose();
        FinishInterpolation();
        FinishedOpening();
    }

    // Check if there are more frames to go
    //
    if( KeyNum != NextKeyNum )
    {
        GotoState('ElevatorTriggerGradual','ChangeFrame');
    }

    bMoveKey = true;
    Stop;
}


//=======================================================================
// The various states

// When triggered, open, wait, then close.
//
state() GradualTriggerOpenTimed 
{
    function Trigger( actor Other, pawn EventInstigator )
    {
        SavedTrigger = Other;
        Instigator = EventInstigator;
        SavedTrigger.BeginEvent();
        GotoState( 'GradualTriggerOpenTimed', 'Open' );
    }

    function InterpolateEnd(actor Other) {  
    }

Begin:
    // Set Tag/Event to the first set in the Tags[] and
    // Events[] arrays.
    Tag   = Tags[0];
    Event = Events[0];
    Enable('Trigger');
    Stop;

Open:
    Disable ('Trigger');
    DoOpen();
    FinishInterpolation();
    FinishedOpening();

    // Check if this is the fully opened position,
    // for which a delay is necessary.
    //
    if (KeyNum == NumKeys) {        // Note: NumKeys=0 means one key frame
        Sleep (StayOpenTime);
        if( bTriggerOnceOnly )
            // Stays in this position forever
            GotoState ('');
        else 
            // The closing sequence must begin
            GotoState ('GradualTriggerOpenTimed', 'Close');
    }
    
    // Check if the next Tag is the same as the current,
    // which would continue interpolating to the next
    // key-frame.
    //
    if (Tags[KeyNum] == Tags[LastKeyNum]) {
        GotoState ('GradualTriggerOpenTimed', 'Open');
    }
    Tag   = Tags[KeyNum];       // Change the next open conditions
    Event = Events[KeyNum];
    Enable ('Trigger');
    Stop;
    
Close:
    Disable ('Trigger');
    DoClose();
    FinishInterpolation();
    FinishedClosing();  // throw the current Event, if exists

    if (KeyNum > 0)         // Still more key-frames to go through
        GotoState ('GradualTriggerOpenTimed', 'Close');

    Tag   = Tags[0];        // Reset the initial state
    Event = Events[0];
    Enable ('Trigger');
}


// Start pounding when triggered.
//
state() GradualTriggerPound
{
    function Trigger( actor Other, pawn EventInstigator )
    {
        SavedTrigger = Other;
        Instigator = EventInstigator;
        GotoState( 'GradualTriggerPound', 'Open' );
    }

    function UnTrigger( actor Other, pawn EventInstigator )
    {
        SavedTrigger = None;
        Instigator = None;
        GotoState( 'GradualTriggerPound', 'Close' );
    }

Begin:
    // Set Tag/Event to the first set in the Tags[] and
    // Events[] arrays.
    Tag   = Tags[0];
    Event = Events[0];
    Stop;

Open:
    Disable ('Trigger');
    DoOpen();
    FinishInterpolation();
    FinishedOpening();

    // If the next key frame is not the last, then
    // keep playing back the frames.
    //
    if (Keynum < NumKeys) {
        GotoState ('GradualTriggerOpenTimed', 'Open');
    }
Close:
    Disable ('Trigger');
    DoClose();
    FinishInterpolation();
    FinishedClosing();  // throw the current Event, if exists

    if (KeyNum > 0)         // Still more key-frames to go through
        GotoState ('GradualTriggerOpenTimed', 'Close');

    Sleep(StayOpenTime);
    if( bTriggerOnceOnly )
        GotoState('');
    if( SavedTrigger != None )
        goto 'Open';
}

defaultproperties
{
}

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Class file time: Sun 21/2/2010 23:48:40.000 - Creation time: Sun 21/2/2010 23:49:52.772 - Created with UnCodeX