1
0
KF2-Dev-Scripts/Engine/Classes/PBRuleNodeCycle.uc

50 lines
1.4 KiB
Ucode
Raw Normal View History

2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class PBRuleNodeCycle extends PBRuleNodeBase
native(ProcBuilding)
collapsecategories
hidecategories(Object)
dependson(ProcBuildingRuleset);
/** Axis to break input scope up along */
var() EProcBuildingAxis RepeatAxis;
/** How big each repeat should be */
var() float RepeatSize;
/** How big each 'cycle' is (ie how many outputs will be created */
var() int CycleSize;
/** Whether each output should be a fixed size (and hence output a scope from the Remainder output). If FALSE, acts just like Repeat Rule. */
var() bool bFixRepeatSize;
cpptext
{
// UObject interface
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
// PBRuleNodeBase interface
virtual void ProcessScope(FPBScope2D& InScope, INT TopLevelScopeIndex, AProcBuilding* BaseBuilding, AProcBuilding* ScopeBuilding, UStaticMeshComponent* LODParent);
// Editor
virtual FString GetRuleNodeTitle();
// PBRuleNodeCycle
/** Util to regenerate the outputs, base on CycleSize */
void UpdateOutputs();
}
defaultproperties
{
RepeatAxis=EPBAxis_Z
RepeatSize=512
CycleSize=2
NextRules.Empty
NextRules[0]=(LinkName="Remainder")
NextRules[1]=(LinkName="Step 0")
NextRules[2]=(LinkName="Step 1")
}