Engine
Class ZoneInfo

source: C:\XIII\Engine\Classes\ZoneInfo.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Info
         |
         +--Engine.ZoneInfo
Direct Known Subclasses:LevelInfo, SkyZoneInfo, WarpZoneInfo

class ZoneInfo
extends Engine.Info

//============================================================================= // ZoneInfo, the built-in Unreal class for defining properties // of zones. If you place one ZoneInfo actor in a // zone you have partioned, the ZoneInfo defines the // properties of the zone. // This is a built-in Unreal class and it shouldn't be modified. //=============================================================================
Variables
 FlashEffectStruct FlashEffectDesc
           Force clear to be done.
 byte MaxLightCount
           maximum number of lights to use (when MeshPolyCount drops below MinLightingPolyCount)
 int MaxLightingPolyCount
           maximum number of lights to use (when MeshPolyCount drops below MinLightingPolyCount)
 byte MinLightCount
           minimum number of lights to use (when MaxLightingPolyCount is exceeded)
 int MinLightingPolyCount
           maximum number of lights to use (when MeshPolyCount drops below MinLightingPolyCount)
 SkyZoneInfo SkyZone
           Optional sky zone containing this zone's sky.
 SkyZoneInfo SkyZoneUser
           Sky zone defined by the user.
 array Terrains
           Force clear to be done.
 name ZoneTag
           Optional sky zone containing this zone's sky.
 bool bDistanceFog
           There is distance fog in this zone.
 bool bFogPerZone
           Apply to each visible zone its own fog.
 bool bFogZone
           Zone is fog-filled.
 bool bForceClear
           Force clear to be done.
 bool bTerrainZone
           There is terrain in this zone.


Function Summary
 
simulated
LinkToSkybox()
     
// Iterate through all actors in this zone.
 
simulated
PreBeginPlay()
     
//=============================================================================
// Engine notification functions.



Source Code


00001	//=============================================================================
00002	// ZoneInfo, the built-in Unreal class for defining properties
00003	// of zones.  If you place one ZoneInfo actor in a
00004	// zone you have partioned, the ZoneInfo defines the 
00005	// properties of the zone.
00006	// This is a built-in Unreal class and it shouldn't be modified.
00007	//=============================================================================
00008	class ZoneInfo extends Info
00009		native
00010		placeable;
00011	
00012	#exec Texture Import File=Textures\ZoneInfo.pcx Name=S_ZoneInfo Mips=Off MASKED=1 COMPRESS=DXT1
00013	
00014	//-----------------------------------------------------------------------------
00015	// Zone properties.
00016	
00017	var skyzoneinfo SkyZone; // Optional sky zone containing this zone's sky.
00018	var() name ZoneTag;
00019	var() skyzoneinfo SkyZoneUser; // Sky zone defined by the user.
00020	
00021	//-----------------------------------------------------------------------------
00022	// Zone flags.
00023	
00024	var() const bool   bFogZone;     // Zone is fog-filled.
00025	var()		bool   bTerrainZone;	// There is terrain in this zone.
00026	var()		bool   bDistanceFog;	// There is distance fog in this zone.
00027	var()		bool   bFogPerZone;		// Apply to each visible zone its own fog.
00028	var()		bool   bForceClear;		// Force clear to be done.
00029	
00030	var const array<TerrainInfo> Terrains;
00031	
00032	//-----------------------------------------------------------------------------
00033	// Zone light.
00034	
00035	var(ZoneLight) byte AmbientBrightness, AmbientHue, AmbientSaturation;
00036	
00037	var(ZoneLight) color DistanceFogColor;
00038	var(ZoneLight) float DistanceFogStart;
00039	var(ZoneLight) float DistanceFogEnd;
00040	
00041	var(ZoneLight) const texture EnvironmentMap;
00042	var(ZoneLight) float TexUPanSpeed, TexVPanSpeed;
00043	
00044	//-----------------------------------------------------------------------------
00045	// Zone cartoon.
00046	
00047	var(ZoneCartoon) byte LightCurveShadow, LightCurveBright, AmbientIntensity;
00048	
00049	//-----------------------------------------------------------------------------
00050	// Flash effect.
00051	
00052	struct FlashEffectStruct
00053	{
00054		var() bool     IsActivated;
00055		var() bool     NoGrey;
00056		var() byte     Contrast;
00057		var() byte     Brightness;
00058		var() byte     LayerBrightness;
00059		var() color    LayerColor;
00060		var() float    LayerSampling[8];
00061	};
00062	
00063	var (FlashEffect) FlashEffectStruct FlashEffectDesc;
00064	
00065	//-----------------------------------------------------------------------------
00066	// Reverb.
00067	
00068	// Settings.
00069	var(Reverb) bool bReverbZone;
00070	var(Reverb) bool bRaytraceReverb;
00071	var(Reverb) float SpeedOfSound;
00072	var(Reverb) byte MasterGain;
00073	var(Reverb) int  CutoffHz;
00074	var(Reverb) byte Delay[6];
00075	var(Reverb) byte Gain[6];
00076	
00077	//LEGEND:begin
00078	//-----------------------------------------------------------------------------
00079	// Lens flare.
00080	
00081	var(LensFlare) texture LensFlare[12];
00082	var(LensFlare) float LensFlareOffset[12];
00083	var(LensFlare) float LensFlareScale[12];
00084	
00085	//-----------------------------------------------------------------------------
00086	// per-Zone mesh LOD lighting control
00087	 
00088	// the number of lights applied to the actor mesh is interpolated between the following
00089	// properties, as a function of the MeshPolyCount for the previous frame.
00090	var() byte MinLightCount; // minimum number of lights to use (when MaxLightingPolyCount is exceeded)
00091	var() byte MaxLightCount; // maximum number of lights to use (when MeshPolyCount drops below MinLightingPolyCount)
00092	var() int MinLightingPolyCount;
00093	var() int MaxLightingPolyCount;
00094	// (NOTE: the default LOD properties (below) have no effect on the mesh lighting behavior)
00095	//LEGEND:end
00096	
00097	//=============================================================================
00098	// Iterator functions.
00099	
00100	// Iterate through all actors in this zone.
00101	native(308) final iterator function ZoneActors( class<actor> BaseClass, out actor Actor );
00102	
00103	simulated function LinkToSkybox()
00104	{
00105		local skyzoneinfo TempSkyZone;
00106	
00107		if ( SkyZoneUser != None )
00108		{
00109			SkyZone = SkyZoneUser;
00110		}
00111		else
00112		{
00113			// SkyZone.
00114			foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' )
00115				SkyZone = TempSkyZone;
00116			foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' )
00117				if( TempSkyZone.bHighDetail == Level.bHighDetailMode )
00118					SkyZone = TempSkyZone;
00119		}
00120	}
00121	
00122	//=============================================================================
00123	// Engine notification functions.
00124	
00125	simulated function PreBeginPlay()
00126	{
00127		Super.PreBeginPlay();
00128	
00129		// call overridable function to link this ZoneInfo actor to a skybox
00130		LinkToSkybox();
00131	}
00132	
00133	// When an actor enters this zone.
00134	event ActorEntered( actor Other );
00135	
00136	// When an actor leaves this zone.
00137	event ActorLeaving( actor Other );
00138	
00139	defaultproperties
00140	{
00141	     AmbientSaturation=255
00142	     DistanceFogColor=(B=128,G=128,R=128)
00143	     DistanceFogStart=3000.000000
00144	     DistanceFogEnd=8000.000000
00145	     TexUPanSpeed=1.000000
00146	     TexVPanSpeed=1.000000
00147	     LightCurveShadow=144
00148	     LightCurveBright=255
00149	     AmbientIntensity=128
00150	     FlashEffectDesc=(Contrast=128,Brightness=64,LayerBrightness=128,LayerColor=(B=255,G=204,R=204,A=255),LayerSampling[0]=0.400000,LayerSampling[1]=0.400000,LayerSampling[2]=0.550000,LayerSampling[3]=0.550000,LayerSampling[4]=0.750000,LayerSampling[5]=0.750000)
00151	     MasterGain=100
00152	     CutoffHz=6000
00153	     Delay(0)=20
00154	     Delay(1)=34
00155	     Gain(0)=150
00156	     Gain(1)=70
00157	     MinLightCount=6
00158	     MaxLightCount=6
00159	     MinLightingPolyCount=1000
00160	     MaxLightingPolyCount=5000
00161	     bStatic=True
00162	     bNoDelete=True
00163	     Texture=Texture'Engine.S_ZoneInfo'
00164	}

End Source Code