Core.Object | +--Engine.Actor | +--Engine.Decoration | +--UnrealShare.Panel
float
Count
bool
bFade
void
Timer()
Trigger(Actor Other, Pawn EventInstigator)
00001 //============================================================================= 00002 // Panel. 00003 //============================================================================= 00004 class Panel extends Decoration; 00005 00006 00007 #exec MESH IMPORT MESH=IPanel ANIVFILE=MODELS\Inoxx_a.3D DATAFILE=MODELS\Inoxx_d.3D X=0 Y=0 Z=0 ZEROTEX=1 00008 #exec MESH ORIGIN MESH=IPanel X=0 Y=0 Z=0 00009 #exec MESH SEQUENCE MESH=IPanel SEQ=All STARTFRAME=0 NUMFRAMES=1 00010 #exec MESH SEQUENCE MESH=IPanel SEQ=Still STARTFRAME=0 NUMFRAMES=1 00011 #exec MESHMAP SCALE MESHMAP=IPanel X=0.05 Y=0.05 Z=0.1 00012 00013 var() bool bFade; 00014 var float Count; 00015 00016 00017 00018 function Timer() 00019 { 00020 if (bFade) 00021 { 00022 ScaleGlow = 1.0-Count; 00023 } 00024 else 00025 { 00026 ScaleGlow = Count; 00027 } 00028 Count += 0.1; 00029 if (Count>1.0) SetTimer(0.0,False); 00030 } 00031 00032 00033 function Trigger( actor Other, pawn EventInstigator ) 00034 { 00035 bFade = False; 00036 Count = ScaleGlow; 00037 if (ScaleGlow>0.5) 00038 { 00039 Count = 1.0 - ScaleGlow; 00040 bFade = True; 00041 } 00042 SetTimer(0.10,True); 00043 } 00044 00045 defaultproperties 00046 { 00047 bStatic=False 00048 bDirectional=True 00049 DrawType=DT_Mesh 00050 Style=STY_Translucent 00051 Texture=Texture'Engine.S_Corpse' 00052 Mesh=LodMesh'UnrealShare.IPanel' 00053 bUnlit=True 00054 }