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KF2-Dev-Scripts/Engine/Classes/AnimObject.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class AnimObject extends Object
native(Anim)
hidecategories(Object)
abstract;
/** For editor use. */
var editoronly int DrawWidth;
/** for editor use */
var editoronly int DrawHeight;
/** for editor use. */
var editoronly int NodePosX;
/** For editor use. */
var editoronly int NodePosY;
/** for editor use. */
var editoronly int OutDrawY;
/**
* Editor category for this object. Determines which animtree submenu this object
* should be placed in
*/
var editoronly string CategoryDesc;
/** SkeletalMeshComponent owner */
var const transient duplicatetransient SkeletalMeshComponent SkelComponent;
cpptext
{
virtual UAnimNode * GetAnimNode() { return NULL;}
virtual UMorphNodeBase * GetMorphNodeBase() { return NULL;}
virtual USkelControlBase * GetSkelControlBase() { return NULL; }
/**
* Draws this node in the AnimTreeEditor.
*
* @param Canvas The canvas to use.
* @param SelectedNodes Reference to array of all currently selected nodes, potentially including this node
* @param bShowWeight If TRUE, show the global percentage weight of this node, if applicable.
*/
virtual void DrawNode(FCanvas* Canvas, const TArray<UAnimObject*>& SelectedNodes, UBOOL bShowWeight) {}
/** Called after (copy/)pasted - reset values or re-link if needed**/
virtual void OnPaste() {};
#if WITH_EDITORONLY_DATA
/** Calculate the bounding box of this sequence object. For use by Kismet. */
FIntRect GetObjBoundingBox()
{
return FIntRect(NodePosX, NodePosY, NodePosX + DrawWidth, NodePosY + DrawHeight);
}
#endif
};
DefaultProperties
{
}