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90 lines
2.4 KiB
90 lines
2.4 KiB
/** |
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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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} |