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KF2-Dev-Scripts/KFGame/Classes/KFAnim_Movement.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFAnim_MovementNode
//=============================================================================
// Anim Node used to determine movement state
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Andrew "Strago" Ladenberger
//=============================================================================
class KFAnim_Movement extends AnimNodeBlendBySpeed
native(Anim);
/** Scale Animations Play Rate using Constraints as base speed */
var() bool bScaleAnimPlayRateBySpeed;
/** Position of the movement cycle when starting to move */
var() float MoveCycleFirstStepStartPosition;
/** Synchronization node info. To access normalized movement info */
var const transient AnimTree RootNode;
var() Name SynchGroupName;
/** When moving the slider, keep nodes with same property in sync. */
var() bool bSynchronizeNodesInEditor;
/** If set, calculate speed from owner's base instead of owner */
var() bool bUseOwnersBase;
/** If set, ignore z-axis velocity/acceleration */
var() bool bUse2DMovement;
cpptext
{
/** for MoveCycleFirstStepStartPosition */
virtual void InitAnim(USkeletalMeshComponent* meshComp, UAnimNodeBlendBase* Parent);
/** for bScaleAnimPlayRateBySpeed */
virtual void TickAnim(FLOAT DeltaSeconds);
/** for bSynchronizeNodesInEditor */
virtual void HandleSliderMove(INT SliderIndex, INT ValueIndex, FLOAT NewSliderValue);
/** for bUseOwnersBase */
virtual FLOAT CalcSpeed();
}
/** for MoveCycleFirstStepStartPosition */
native function SetActiveChild( INT ChildIndex, FLOAT BlendTime );
defaultproperties
{
//bFixNumChildren=TRUE
Children(0)=(Name="Idle")
Children(1)=(Name="Walk")
Children(2)=(Name="Run")
bScaleAnimPlayRateBySpeed=FALSE
bSynchronizeNodesInEditor=TRUE
bUse2DMovement=TRUE
BlendUpTime=0.3f
BlendDownTime=0.3f
MoveCycleFirstStepStartPosition=0.3f
SynchGroupName="RunWalk"
Constraints=(0,300,500);
}