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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

AudioPlayer

Type: AudioComponent

Modifiers: editconst


Default value: AudioComponent'ACPlayer'

bFinalStage

Type: bool

Modifiers: transient


BriefBar

Type: UIPanel

Modifiers: transient


CloseInMap

Type: UIImage

Modifiers: transient


FinalMission

Type: UTMissionInfo.EMissionInformation

Modifiers: transient


LoadingImage

Type: UIImage

Modifiers: transient


LoadingLabel

Type: UILabel

Modifiers: transient


Type: UIImage

Modifiers: transient


MissionName

Type: UILabel

Modifiers: transient

UI Controls we adjust

NotificationAudioPlayer

Type: AudioComponent

Modifiers: editconst


Default value: AudioComponent'ObjectivePlayer'

ObjectiveBar

Type: UIPanel

Modifiers: transient


ObjectiveDisplayIndex

Type: int

Modifiers: transient


ObjectiveImage

Type: UIImage

Modifiers: transient


ObjectiveText

Type: UILabel

Modifiers: transient


ObjectiveTimer

Type: float

Modifiers: transient


PlayerBox

Type: UIImage

Modifiers: transient


PlayerLabels

Type: UILabel

Array size: 4

Modifiers: transient


PlayerReady

Type: UIImage

Array size: 4

Modifiers: transient


StartGameButton

Type: UILabelButton

Modifiers: transient


Default values

Property Value
bCloseOnLevelChange False
bExemptFromAutoClose True

Subobjects

ACPlayer

Class: Engine.AudioComponent

Property Value
bAllowSpatialization False

ObjectivePlayer

Class: Engine.AudioComponent

Property Value
bAllowSpatialization False

SceneEventComponent

Class: Engine.UIComp_Event

Inherits from: UTUIScene_Campaign.SceneEventComponent

No new values.

Functions

Events

MissionReadyToStart

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

event NextObjective ()


PostInitialize

event PostInitialize ()

Overrides: UIScreenObject.PostInitialize

Setup

SceneDeactivated

event SceneDeactivated ()

Overrides: UIScene.SceneDeactivated

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

Other instance functions

HandleInputKey

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

function Launch (UTMissionGRI MGRI)


PlayObjectiveSound

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

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

function StartGame ()


StartGameClick

function bool StartGameClick (UIScreenObject EventObject, int PlayerIndex)