100 lines
3.0 KiB
Ucode
100 lines
3.0 KiB
Ucode
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class InterpTrackVisibility extends InterpTrack
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native(Interpolation);
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*
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*
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* This track implements support for setting or toggling the visibility of the associated actor
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*/
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cpptext
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{
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// InterpTrack interface
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virtual INT GetNumKeyframes() const;
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virtual void GetTimeRange(FLOAT& StartTime, FLOAT& EndTime) const;
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virtual FLOAT GetTrackEndTime() const;
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virtual FLOAT GetKeyframeTime(INT KeyIndex) const;
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virtual INT AddKeyframe(FLOAT Time, UInterpTrackInst* TrInst, EInterpCurveMode InitInterpMode);
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virtual INT SetKeyframeTime(INT KeyIndex, FLOAT NewKeyTime, UBOOL bUpdateOrder=true);
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virtual void RemoveKeyframe(INT KeyIndex);
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virtual INT DuplicateKeyframe(INT KeyIndex, FLOAT NewKeyTime);
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virtual UBOOL GetClosestSnapPosition(FLOAT InPosition, TArray<INT> &IgnoreKeys, FLOAT& OutPosition);
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virtual void PreviewUpdateTrack(FLOAT NewPosition, UInterpTrackInst* TrInst);
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virtual void UpdateTrack(FLOAT NewPosition, UInterpTrackInst* TrInst, UBOOL bJump);
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/** Get the name of the class used to help out when adding tracks, keys, etc. in UnrealEd.
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* @return String name of the helper class.*/
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virtual const FString GetEdHelperClassName() const;
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virtual class UMaterial* GetTrackIcon() const;
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/** Whether or not this track is allowed to be used on static actors. */
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virtual UBOOL AllowStaticActors() { return TRUE; }
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virtual void DrawTrack( FCanvas* Canvas, UInterpGroup* Group, const FInterpTrackDrawParams& Params );
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}
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/** Visibility track actions */
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enum EVisibilityTrackAction
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{
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/** Hides the object */
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EVTA_Hide,
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/** Shows the object */
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EVTA_Show,
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/** Toggles visibility of the object */
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EVTA_Toggle
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};
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/** Required condition for firing this event */
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enum EVisibilityTrackCondition
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{
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/** Always play this event */
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EVTC_Always,
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/** Only play this event when extreme content (gore) is enabled */
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EVTC_GoreEnabled,
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/** Only play this event when extreme content (gore) is disabled */
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EVTC_GoreDisabled
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};
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/** Information for one toggle in the track. */
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struct native VisibilityTrackKey
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{
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var float Time;
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var() EVisibilityTrackAction Action;
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/** Condition that must be satisfied for this key event to fire */
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var EVisibilityTrackCondition ActiveCondition;
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};
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/** Array of events to fire off. */
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var array<VisibilityTrackKey> VisibilityTrack;
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/** If events should be fired when passed playing the sequence forwards. */
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var() bool bFireEventsWhenForwards;
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/** If events should be fired when passed playing the sequence backwards. */
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var() bool bFireEventsWhenBackwards;
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/** If true, events on this track are fired even when jumping forwads through a sequence - for example, skipping a cinematic. */
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var() bool bFireEventsWhenJumpingForwards;
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defaultproperties
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{
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TrackInstClass=class'Engine.InterpTrackInstVisibility'
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TrackTitle="Visibility"
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bFireEventsWhenForwards=true
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bFireEventsWhenBackwards=true
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bFireEventsWhenJumpingForwards=true
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}
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