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90 lines
2.4 KiB
90 lines
2.4 KiB
4 years ago
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/**
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* An auxiliary actor class to help detect the exact moment when non-Acedia
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* `Actor`s get destroyed. This is accomplished by attaching to them like to
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* the base and then waiting for `BaseChange` event that will be called once
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* our base gets destroyed.
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* Copyright 2021 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class ActorStalker extends AcediaActor;
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var private bool initialized;
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// Actor, whos destruction we want to detect
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var private Actor target;
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// To notify that stalked target got destroyed
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var private SimpleSignal onActorDestructionSignal;
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protected function Constructor()
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{
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onActorDestructionSignal =
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SimpleSignal(_.memory.Allocate(class'SimpleSignal'));
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}
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protected function Finalizer()
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{
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_.memory.Free(onActorDestructionSignal);
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}
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/**
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* Signal that will be emitted once stalked actor gets destroyed.
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*
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* [Signature]
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* void <slot>()
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*/
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/* SIGNAL */
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public final function SimpleSlot OnActorDestruction(AcediaObject receiver)
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{
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return SimpleSlot(onActorDestructionSignal.NewSlot(receiver));
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}
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/**
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* Initialized `ActorStalker` to stalk a particular target.
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*
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* Cannot fail unless `none` is passed as an argument.
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*
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* @param initTarget Target that new `ActorStalker` will stalk.
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*/
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public final function Initialize(Actor initTarget)
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{
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if (initTarget == none) {
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Destroy();
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return;
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}
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target = initTarget;
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SetBase(initTarget);
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initialized = true;
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}
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event BaseChange()
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{
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if (initialized && target == none)
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{
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onActorDestructionSignal.Emit();
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Destroy();
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}
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}
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defaultproperties
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{
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RemoteRole = ROLE_None
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drawType = DT_None
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bCollideActors = false
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bCollideWorld = false
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bBlockActors = false
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}
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