96 lines
2.4 KiB
Ucode
96 lines
2.4 KiB
Ucode
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/**
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* AnimNodeCrossfader
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* This single node allows to crossfade between 2 animations through script control.
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* A typical usage scenario would be to blend between 2 player idle animations.
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* This blend requires 2 AnimNodeSequence as childs, you cannot connect 2 blends nor any other node types.
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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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class AnimNodeCrossfader extends AnimNodeBlend
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native(Anim)
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hidecategories(Object);
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cpptext
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{
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// UAnimNode interface
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virtual void InitAnim( USkeletalMeshComponent* meshComp, UAnimNodeBlendBase* Parent );
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virtual void TickAnim(FLOAT DeltaSeconds);
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}
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//
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// Exposed (script modifable) parameters
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//
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/** default animation sequence played upon startup */
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var() name DefaultAnimSeqName;
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//
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// Internal (C++) variables
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//
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/** true if not blending out of the current one shot anim. Anim will just freeze at last frame */
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var const bool bDontBlendOutOneShot;
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/** Blend Out time for current One Shot anim */
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var const float PendingBlendOutTimeOneShot;
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/**
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* Play a One Shot animation.
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*
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* @param AnimSeqName Name of animation sequence to play
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* @param BlendInTime time to blend from current animation to this (new) one.
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* @param BlendOutTime time to blend from this animation (before it finishes playing) back to the previous one.
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* @param bDontBlendOut if true, animation will freeze at last frame, and not blend back to the old one.
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* @param Rate Playing rate of animation.
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*/
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native noexport final function PlayOneShotAnim
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(
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name AnimSeqName,
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optional float BlendInTime,
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optional float BlendOutTime,
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optional bool bDontBlendOut,
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optional float Rate
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);
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/**
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* Blend to a looping animation.
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*
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* @param AnimSeqName Name of animation sequence to play.
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* @param BlendInTime time to blend from current animation to this (new) one.
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* @param Rate Playing rate of animation.
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*/
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native noexport final function BlendToLoopingAnim
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(
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name AnimSeqName,
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optional float BlendInTime,
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optional float Rate
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);
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/**
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* Get Animation Name currently playing
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*
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* @return animation name currently being played.
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*/
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native final function Name GetAnimName();
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/**
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* Get active AnimNodeSequence child. To access animation properties and control functions.
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*
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* @return AnimNodeSequence currently playing.
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*/
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native final function AnimNodeSequence GetActiveChild();
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defaultproperties
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{
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}
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