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

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2020-12-13 15:01:13 +00:00
/**
* Base class for all variables used by SequenceOps.
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SequenceVariable extends SequenceObject
native(Sequence)
abstract;
cpptext
{
// UObject interface
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
virtual UObject** GetObjectRef( INT Idx )
{
return NULL;
}
virtual FString GetValueStr()
{
return FString(TEXT("Undefined"));
}
/**
* Used for property exposure to variable links, allows variables
* to determine what types they can support.
*/
virtual UBOOL SupportsProperty(UProperty *Property)
{
return FALSE;
}
/**
* Returns whether this SequenceObject can exist in a sequence without being linked to anything else (i.e. does not require
* another sequence object to activate it)
*/
virtual UBOOL IsStandalone() const;
/**
* Copies the value stored by this SequenceVariable to the SequenceOp member variable that it's associated with.
*
* @param Op the sequence op that contains the value that should be copied from this sequence variable
* @param Property the property in Op that will receive the value of this sequence variable
* @param VarLink the variable link in Op that this sequence variable is linked to
*/
virtual void PublishValue(USequenceOp *Op, UProperty *Property, FSeqVarLink &VarLink) {}
/**
* Copy the value from the member variable this VariableLink is associated with to this VariableLink's value.
*
* @param Op the sequence op that contains the value that should be copied to this sequence variable
* @param Property the property in Op that contains the value to copy into this sequence variable
* @param VarLink the variable link in Op that this sequence variable is linked to
*/
virtual void PopulateValue(USequenceOp *Op, UProperty *Property, FSeqVarLink &VarLink) {}
/**
* Allows the sequence variable to execute additional logic after copying values from the SequenceOp's members to the sequence variable.
*
* @param SourceOp the sequence op that contains the value that should be copied to this sequence variable
* @param VarLink the variable link in Op that this sequence variable is linked to
*/
virtual void PostPopulateValue( USequenceOp* SourceOp, FSeqVarLink& VarLink ) {}
protected:
virtual void ConvertObjectInternal(USequenceObject* NewSeqObj, INT LinkIdx = -1);
public:
#if WITH_EDITOR
// USequenceObject interface
virtual void DrawSeqObj(FCanvas* Canvas, UBOOL bSelected, UBOOL bMouseOver, INT MouseOverConnType, INT MouseOverConnIndex, FLOAT MouseOverTime);
virtual FIntRect GetSeqObjBoundingBox();
FIntPoint GetVarConnectionLocation();
// USequenceVariable interface
virtual void DrawExtraInfo(FCanvas* Canvas, const FVector& CircleCenter) {}
#endif
}
/** This is used by SeqVar_Named to find a variable anywhere in the levels sequence. */
var() name VarName;
defaultproperties
{
ObjName="Undefined Variable"
ObjColor=(R=0,G=0,B=0,A=255) // black
bDrawLast=true
}