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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SeqAct_Delay extends SeqAct_Latent
native(Sequence);
cpptext
{
void Activated();
UBOOL UpdateOp(FLOAT deltaTime);
void DeActivated();
virtual void PostLoad();
#if WITH_EDITOR
virtual FString GetDisplayTitle() const;
// Gives op a chance to add realtime debugging information (when enabled)
virtual void GetRealtimeComments(TArray<FString> &OutComments);
#endif
};
/** Is this delay currently active? */
var const bool bDelayActive;
var const float DefaultDuration;
/** Default duration to use if no variables are linked */
var() float Duration<autocomment=true>;
/** When set triggering start again with restart the time without triggering the finished output, otherwise default behavior of not changing the initial delay time */
var() bool bStartWillRestart;
/** Time at which this op was last updated, to prevent multiple updates per tick */
var const float LastUpdateTime;
/** Remaining time left on the duration */
var const float RemainingTime;
function Reset()
{
ResetDelayActive();
}
native function ResetDelayActive();
defaultproperties
{
ObjName="Delay"
ObjCategory="Misc"
InputLinks(0)=(LinkDesc="Start")
InputLinks(1)=(LinkDesc="Stop")
InputLinks(2)=(LinkDesc="Pause")
DefaultDuration=1.f
Duration=1.f
VariableLinks.Empty
VariableLinks(0)=(ExpectedType=class'SeqVar_Float',LinkDesc="Duration",PropertyName=Duration)
}