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Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide

You're reading from   Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide Create games beyond your imagination with the Unreal Development Kit

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Product type Paperback
Published in Dec 2011
Publisher Packt
ISBN-13 9781849691925
Length 466 pages
Edition 1st Edition
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Author (1):
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Rachel Cordone Rachel Cordone
Author Profile Icon Rachel Cordone
Rachel Cordone
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Table of Contents (18) Chapters Close

Unreal Development Kit Game Programming with UnrealScript
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Project Setup and Test Environments FREE CHAPTER 2. Storing and Manipulating Data 3. Understanding the Class Tree 4. Making Custom Classes 5. Using Functions 6. Using States to Control Behavior 7. Working with Kismet 8. Creating Multiplayer Games 9. Debugging and Optimization 10. Odds and Ends Pop Quiz Answers Index

Time for action – Using Actors as local variables


Let's take a look at the PostBeginPlay function from our AwesomeGame class:

simulated function PostBeginPlay()
{
    local AwesomeEnemySpawner ES;

    super.PostBeginPlay();

    GoalScore = EnemiesLeft;

    foreach DynamicActors(class'AwesomeEnemySpawner', ES)
        EnemySpawners[EnemySpawners.length] = ES;

    ActivateSpawners();
}

Here we're declaring a local variable of type AwesomeEnemySpawner and giving it a name of ES (short for Enemy Spawner). Near the end of the function we use the foreach iterator to find all of the AwesomeEnemySpawners in the map. The way the iterator works is that it gives us a reference to all of those actors it can find, as well as subclasses of that class, one at a time instead of in an array. To be able to sort through them we need to store the reference in a variable, so it makes sense to use a local variable here. We then take that temporary reference and assign it to the end of our more permanent array...

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