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KF2-Dev-Scripts/UDKBase/classes/UDKAnimBlendByFlying.uc

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2020-12-13 15:01:13 +00:00
/**
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class UDKAnimBlendByFlying extends UDKAnimBlendBase
native(Animation);
//Order is important here (corresponds to blendlist node children)
var const enum EFlyingState
{
Flying_NotFlying,
Flying_OpeningWings,
Flying_Flying,
Flying_ClosingWings
} FlyingState;
/** Access to the flying pawn */
var UDKPawn Pawn;
/** Access to the state of the flying animation */
var UDKAnimBlendBase FlyingMode;
/** Access to the aim offset controlling flight direction */
var AnimNodeAimOffset FlyingDir;
/** Does this pawn have a special start anim to play */
var() name StartingAnimName;
var bool bHasStartingAnim;
/** Does this pawn have a special end anim to play */
var() name EndingAnimName;
var bool bHasEndingAnim;
cpptext
{
virtual void TickAnim(FLOAT DeltaSeconds);
void InitAnim(USkeletalMeshComponent* MeshComp, UAnimNodeBlendBase* Parent );
/** Notification to this blend that a child UAnimNodeSequence has reached the end and stopped playing. Not called if child has bLooping set to true or if user calls StopAnim. */
virtual void OnChildAnimEnd(UAnimNodeSequence* Child, FLOAT PlayedTime, FLOAT ExcessTime);
void TestBlend();
}
/** Force an update of the flying state now. */
native function UpdateFlyingState();
defaultproperties
{
Children(0)=(Name="Not Flying",Weight=0.8)
Children(1)=(Name="Flying",Weight=0.2)
bFixNumChildren=true
StartingAnimName=Wings_Open
EndingAnimName=Wings_Close
}