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KF2-Dev-Scripts/Engine/Classes/AnimNotify_Script.uc

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2020-12-13 15:01:13 +00:00
/**
* The implmenting class (usually a pawn) needs to have a function named the same as the <NotifyName> that is specified in the AnimNotify.
*
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class AnimNotify_Script extends AnimNotify
native(Anim);
var() name NotifyName;
/** If this notify has a duration, name of the function to call each update */
var() Name NotifyTickName;
/** If this notify has a duration, name of the function to call at the end */
var() Name NotifyEndName;
cpptext
{
// AnimNotify interface.
virtual void Notify( class UAnimNodeSequence* NodeSeq );
virtual void NotifyTick( class UAnimNodeSequence* NodeSeq, FLOAT AnimCurrentTime, FLOAT AnimTimeStep, FLOAT InTotalDuration );
virtual void NotifyEnd( class UAnimNodeSequence* NodeSeq, FLOAT AnimCurrentTime );
virtual FString GetEditorComment() { return (NotifyName == NAME_None) ? TEXT("Script") : NotifyName.ToString(); }
}