# SpatialFear.SFSeqTrigger

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    //=============================================================================
    // Spatial Fear
    // Name: SFSeqTrigger
    // Description: This is a subclass of a trigger and is used to specify the sequence number
    // for this trigger. A SFSeqTrigger is linked to a SFSeqCounter by the appropriate use of the
    // CounterEvent/Tag pairs. The SFSeqCounter with a matching tag will be trigged from this class.
    //
    // Remark: 	!!Since this class uses a custom event you won't see a connecting line in UED.
    //
    // Author: Markus Nuebel
    //=============================================================================
    class SFSeqTrigger extends Trigger;

    // Sequence number
    var (Sequence) int Sequence; // Sequence number starting with zero
    var (Sequence) float fFloatFreezeTimeAfterTouch; // Freeze time after touch, prevents multiple touch event when moving very slowly over the trigger. Defaults to 2.0 secs.
    var (Events) name CounterEvent; // Special event sent to trigger a SFSeqCounter, must match the tag of a SFSeqCounter.

    var bool bFreeze; // private.

    // Called from a SFSeqTrigger
    function FireCounterEvent(actor Other, bool bUntrigger)
    {
    	local SFSeqCounter A;
    	local pawn instigator;

    	//class'SFUtils'.Static.sfLogEx(10,"FireEventCounter");

    	//Check freeze state
    	if(bFreeze)
    		return;

    	if(CounterEvent != '')
    	{
    		// Fire event on all SFSeqCounters assigned to this trigger
    		foreach AllActors( class 'SFSeqCounter', A )
    		{
    			if(A.IsA('SFSeqCounter'))
    			{
    				// Find all matching tiggers for this counter
    				if(A.Tag == CounterEvent)
    				{
    					if(!bUntrigger)
    					{
    						//class'SFUtils'.Static.sfLogEx(10,"Sending trigger event to " $ string(A.name));
    						instigator = pawn(Other);
    						A.TriggerCounter(Sequence, self, instigator);
    						bFreeze=true;
    						SetTimer(fFloatFreezeTimeAfterTouch, false);
    					}
    					else
    					{
    						//class'SFUtils'.Static.sfLogEx(10,"Sending UNTRIGGER event to " $ string(A.name));
    						A.UnTrigger( Other, Other.Instigator );
    					}
    				}

    			}
    		}
    	}
    }

    // Timer event, used to reset freeze state.
    event timer()
    {
    	//class'SFUtils'.Static.sfLogEx(10,"Timer");

    	Super.Timer();

    	bFreeze=false;
    	//class'SFUtils'.Static.sfLogEx(10,"Reset freeze state.");
    }

    // Called when something touches the trigger.
    function Touch(actor Other)
    {

    	local actor A;

    	//class'SFUtils'.Static.sfLogEx(10,"Touch");

    	if( IsRelevant( Other ) )
    	{
    		if ( ReTriggerDelay > 0 )
    		{
    			class'SFUtils'.Static.sfLogEx(10,"ReTrigger Delay > 0");
    			if ( Level.TimeSeconds - TriggerTime < ReTriggerDelay )
    				return;
    			TriggerTime = Level.TimeSeconds;
    		}

    		FireCounterEvent(Other, false);
    	}

    	// Call to base class
    	Super.Touch(Other);
    }

    // Called when something untouches the trigger
    function UnTouch( actor Other )
    {
    	local actor A;

    	if( IsRelevant( Other ) )
    	{
    		// Untrigger all matching actors.
    		FireCounterEvent(Other, true);
    	}

    	// Call to base class
    	Super.UnTouch(Other);
    }

    // Called when something triggers the counter
    function Trigger(actor Other, pawn EventInstigator)
    {
    	local actor A;

    	if( IsRelevant( Other ) )
    	{
    		// Untrigger all matching actors.
    		FireCounterEvent(Other, true);
    	}

    	// Call to base class
    	Super.Trigger(Other, EventInstigator);
    }

    defaultproperties
    {
         fFloatFreezeTimeAfterTouch=2.000000
    }

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:45 PM
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