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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class AnimNodeSequenceBlendByAim extends AnimNodeSequenceBlendBase
native(Anim)
hidecategories(Animations);
/** Angle of aiming, between -1..+1 */
var() Vector2d Aim;
/** Keep track if aim changed to force an update of the node */
var transient const Vector2d PreviousAim;
var() Vector2d HorizontalRange;
var() Vector2d VerticalRange;
/** Angle offset applied to Aim before processing */
var() Vector2d AngleOffset;
//
// Animations
//
// Left
var() Name AnimName_LU;
var() Name AnimName_LC;
var() Name AnimName_LD;
// Center
var() Name AnimName_CU;
var() Name AnimName_CC;
var() Name AnimName_CD;
// Right
var() Name AnimName_RU;
var() Name AnimName_RC;
var() Name AnimName_RD;
cpptext
{
/** Override this function in a subclass, and return normalized Aim from Pawn. */
virtual FVector2D GetAim();
// AnimNode interface
virtual void TickAnim(FLOAT DeltaSeconds);
// For slider support
virtual INT GetNumSliders() const { return 1; }
virtual ESliderType GetSliderType(INT InIndex) const { return ST_2D; }
virtual FLOAT GetSliderPosition(INT SliderIndex, INT ValueIndex);
virtual void HandleSliderMove(INT SliderIndex, INT ValueIndex, FLOAT NewSliderValue);
virtual FString GetSliderDrawValue(INT SliderIndex);
}
/**
* Makes sure animations are updated.
* If you're changing any of the AnimName_XX during game, call this function afterwards.
*/
native final function CheckAnimsUpToDate();
defaultproperties
{
HorizontalRange=(X=-1,Y=+1)
VerticalRange=(X=-1,Y=+1)
Anims(0)=(Weight=1.0)
Anims(1)=()
Anims(2)=()
Anims(3)=()
Anims(4)=()
Anims(5)=()
Anims(6)=()
Anims(7)=()
Anims(8)=()
}