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UE3:UTUIScene_CMissionBriefing (UT3)

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UT3 Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIScene_Campaign >> UTUIScene_CMissionBriefing
Package: 
UTGame

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

AudioPlayer[edit]

Type: AudioComponent

Modifiers: editconst


Default value: AudioComponent'ACPlayer'

bFinalStage[edit]

Type: bool

Modifiers: transient


BriefBar[edit]

Type: UIPanel

Modifiers: transient


CloseInMap[edit]

Type: UIImage

Modifiers: transient


FinalMission[edit]

Type: UTMissionInfo.EMissionInformation

Modifiers: transient


LoadingImage[edit]

Type: UIImage

Modifiers: transient


LoadingLabel[edit]

Type: UILabel

Modifiers: transient


[edit]

Type: UIImage

Modifiers: transient


MissionName[edit]

Type: UILabel

Modifiers: transient

UI Controls we adjust

NotificationAudioPlayer[edit]

Type: AudioComponent

Modifiers: editconst


Default value: AudioComponent'ObjectivePlayer'

ObjectiveBar[edit]

Type: UIPanel

Modifiers: transient


ObjectiveDisplayIndex[edit]

Type: int

Modifiers: transient


ObjectiveImage[edit]

Type: UIImage

Modifiers: transient


ObjectiveText[edit]

Type: UILabel

Modifiers: transient


ObjectiveTimer[edit]

Type: float

Modifiers: transient


PlayerBox[edit]

Type: UIImage

Modifiers: transient


PlayerLabels[edit]

Type: UILabel

Array size: 4

Modifiers: transient


PlayerReady[edit]

Type: UIImage

Array size: 4

Modifiers: transient


StartGameButton[edit]

Type: UILabelButton

Modifiers: transient


Default values[edit]

Property Value
bCloseOnLevelChange False
bExemptFromAutoClose True

Subobjects[edit]

ACPlayer[edit]

Class: Engine.AudioComponent

Property Value
bAllowSpatialization False

ObjectivePlayer[edit]

Class: Engine.AudioComponent

Property Value
bAllowSpatialization False

SceneEventComponent[edit]

Class: Engine.UIComp_Event

Inherits from: UTUIScene_Campaign.SceneEventComponent

No new values.

Functions[edit]

Events[edit]

MissionReadyToStart[edit]

event MissionReadyToStart ()

Called by UTUI_SinglePlayer when on the objectives/loading screen after loading finishes and we're waiting waiting for the user to press the 'Begin Mission' button to start the game.

NextObjective[edit]

event NextObjective ()


PostInitialize[edit]

event PostInitialize ()

Overrides: UIScreenObject.PostInitialize

Setup

SceneDeactivated[edit]

event SceneDeactivated ()

Overrides: UIScene.SceneDeactivated

Called just after this scene is removed from the active scenes array

Other instance functions[edit]

HandleInputKey[edit]

function bool HandleInputKey (const out UIRoot.InputEventParameters EventParms)

Provides a hook for unrealscript to respond to input using actual input key names (i.e. Left, Tab, etc.)

Called when an input key event is received which this widget responds to and is in the correct state to process. The keys and states widgets receive input for is managed through the UI editor's key binding dialog (F8).

This delegate is called BEFORE kismet is given a chance to process the input.

Parameters:

  • EventParms - information about the input event.

Returns:

TRUE to indicate that this input key was processed; no further processing will occur on this input key event.

Launch[edit]

function Launch (UTMissionGRI MGRI)


PlayObjectiveSound[edit]

function PlayObjectiveSound (SoundCue SoundToPlay)

This function allows you to play various objective notification sounds on top of the briefing music which is played through PlaySound().

PlaySound[edit]

function PlaySound (SoundCue SoundToPlay, optional bool bIsUISound)

Overrides: UTUIScene.PlaySound

(Description copied from UTUIScene.PlaySound)
Allows easy access to playing a sound

Parameters:

  • InSoundCue - The Cue to play
  • SoundLocation - Where in the world to play it. Defaults at the Player's position

StartGame[edit]

function StartGame ()


StartGameClick[edit]

function bool StartGameClick (UIScreenObject EventObject, int PlayerIndex)