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

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2020-12-13 15:01:13 +00:00
/**
* CameraAnim: defines a pre-packaged animation to be played on a camera.
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class CameraAnimInst extends Object
notplaceable
native(Camera);
/** which CameraAnim this is an instance of */
var CameraAnim CamAnim;
/** the InterpGroupInst used to do the interpolation */
var protected instanced InterpGroupInst InterpGroupInst;
/** Current time for the animation */
var protected transient float CurTime;
/** True if the animation should loop, false otherwise. */
var protected transient bool bLooping;
/** True if the animation has finished, false otherwise. */
var transient bool bFinished;
/** True if it's ok for the system to auto-release this instance upon completion. */
var transient bool bAutoReleaseWhenFinished;
/** Time to interpolate in from zero, for smooth starts. */
var protected float BlendInTime;
/** Time to interpolate out to zero, for smooth finishes. */
var protected float BlendOutTime;
/** True if currently blending in. */
var protected transient bool bBlendingIn;
/** True if currently blending out. */
var protected transient bool bBlendingOut;
/** Current time for the blend-in. I.e. how long we have been blending. */
var protected transient float CurBlendInTime;
/** Current time for the blend-out. I.e. how long we have been blending. */
var protected transient float CurBlendOutTime;
/** Multiplier for playback rate. 1.0 = normal. */
var protected float PlayRate;
/** "Intensity" scalar. This is the scale at which the anim was first played. */
var float BasePlayScale;
/** A supplemental scale factor, allowing external systems to scale this anim as necessary. This is reset to 1.f each frame. */
var float TransientScaleModifier;
/* Number in range [0..1], controlling how much this influence this instance should have. */
var float CurrentBlendWeight;
/** How much longer to play the anim, if a specific duration is desired. Has no effect if 0. */
var protected transient float RemainingTime;
/** cached movement track from the currently playing anim so we don't have to go find it every frame */
var transient InterpTrackMove MoveTrack;
var transient InterpTrackInstMove MoveInst;
/** Ref to the AnimNodeSequence that's instigating this anim. Can be None. */
var protected transient AnimNodeSequence SourceAnimNode;
var protectedwrite ECameraAnimPlaySpace PlaySpace;
/** The user-defined space for CAPS_UserDefined */
var transient matrix UserPlaySpaceMatrix;
/** PP settings stored for this inst, to be applied at the proper time */
var transient PostProcessSettings LastPPSettings;
var transient float LastPPSettingsAlpha;
/** Camera Anim debug variable to trace back to previous location **/
var transient vector LastCameraLoc;
cpptext
{
void RegisterAnimNode(class UAnimNodeSequence* AnimNode);
};
/**
* Starts this instance playing the specified CameraAnim.
*
* CamAnim: The animation that should play on this instance.
* CamActor: The Actor that will be modified by this animation.
* InRate: How fast to play the animation. 1.f is normal.
* InScale: How intense to play the animation. 1.f is normal.
* InBlendInTime: Time over which to linearly ramp in.
* InBlendInTime: Time over which to linearly ramp out.
* bInLoop: Whether or not to loop the animation.
* bRandomStartTime: Whether or not to choose a random time to start playing. Only really makes sense for bLoop = TRUE;
* Duration: optional specific playtime for this animation. This is total time, including blends.
*/
native final function Play(CameraAnim Anim, Actor CamActor, float InRate, float InScale, float InBlendInTime, float InBlendOutTime, bool bInLoop, bool bRandomStartTime, optional float Duration);
/** Update this instance with new parameters. */
native final function Update(float NewRate, float NewScale, float NewBlendInTime, float NewBlendOutTime, optional float NewDuration);
/** advances the animation by the specified time - updates any modified interp properties, moves the group actor, etc */
native final function AdvanceAnim(float DeltaTime, bool bJump);
/** Stops this instance playing whatever animation it is playing. */
native final function Stop(optional bool bImmediate);
/** Applies given scaling factor to the playing animation for the next update only. */
native final function ApplyTransientScaling(float Scalar);
/** Sets this anim to play in an alternate playspace */
native final function SetPlaySpace(ECameraAnimPlaySpace NewSpace, optional rotator UserPlaySpace);
defaultproperties
{
bFinished=true
bAutoReleaseWhenFinished=true
PlayRate=1.f
TransientScaleModifier=1.f
PlaySpace=CAPS_CameraLocal
Begin Object Class=InterpGroupInst Name=InterpGroupInst0
End Object
InterpGroupInst=InterpGroupInst0
}