Difference between r1.1 and the current
@@ -6,7 +6,7 @@
class ESGameInfo extends UTDeathmatch;
// definition of member variable, assigning value is done at defaultproperties function
// Its behavior is similarly to constructor.
DefaultProperties
// 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.
DefaultProperties
@@ -47,5 +47,87 @@
}}}
= 2012.07.10 카메라 소스 =
{{{#!vim javascript
// 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 =
{{{#!vim javascript
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]
1. 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!"); }
2. 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; }
3. 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) }