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