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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SeqCond_SwitchClass extends SeqCond_SwitchBase
native(Sequence);
cpptext
{
/**
* Returns the index of the OutputLink to activate for the specified object.
*
* @param out_LinksToActivate
* the indexes [into the OutputLinks array] for the most appropriate OutputLinks to activate
* for the specified object, or INDEX_NONE if none are found. Should only contain 0 or 1 elements
* unless one of the matching cases is configured to fall through.
*
* @return TRUE if at least one match was found, FALSE otherwise.
*/
virtual UBOOL GetOutputLinksToActivate( TArray<INT>& out_LinksToActivate );
/**
* Returns the index [into the switch op's array of values] that corresponds to the specified OutputLink.
*
* @param OutputLinkIndex index into [into the OutputLinks array] to find the corresponding value index for
*
* @return INDEX_NONE if no value was found which matches the specified output link.
*/
virtual INT FindCaseValueIndex( INT OutputLinkIndex ) const;
/** Returns the number of elements in this switch op's array of values. */
virtual INT GetSupportedValueCount() const;
/**
* Returns a string representation of the value at the specified index. Used to populate the LinkDesc for the OutputLinks array.
*/
virtual FString GetCaseValueString( INT ValueIndex ) const;
}
/** Stores class name to compare for each output link and whether it should fall through to next node */
struct native SwitchClassInfo
{
var() Name ClassName;
var() Byte bFallThru;
};
var() array<SwitchClassInfo> ClassArray;
/* === Events === */
/**
* Ensures that the last item in the value array represents the "default" item. Child classes should override this method to ensure that
* their value array stays synchronized with the OutputLinks array.
*/
event VerifyDefaultCaseValue()
{
Super.VerifyDefaultCaseValue();
ClassArray.Length = OutputLinks.Length;
ClassArray[ClassArray.Length-1].ClassName = 'Default';
ClassArray[ClassArray.Length-1].bFallThru = 0;
}
/**
* Returns whether fall through is enabled for the specified case value.
*/
event bool IsFallThruEnabled( int ValueIndex )
{
// by default, fall thru is not enabled on anything
return ValueIndex >= 0 && ValueIndex < ClassArray.Length && ClassArray[ValueIndex].bFallThru != 0;
}
/**
* Insert an empty element into this switch's value array at the specified index.
*/
event InsertValueEntry( int InsertIndex )
{
InsertIndex = Clamp(InsertIndex, 0, ClassArray.Length);
ClassArray.Insert(InsertIndex, 1);
}
/**
* Remove an element from this switch's value array at the specified index.
*/
event RemoveValueEntry( int RemoveIndex )
{
if ( RemoveIndex >= 0 && RemoveIndex < ClassArray.Length )
{
ClassArray.Remove(RemoveIndex, 1);
}
}
defaultproperties
{
ObjName="Switch Class"
InputLinks(0)=(LinkDesc="In")
OutputLinks(0)=(LinkDesc="Default")
ClassArray(0)=(ClassName=Default)
VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Object")
}