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

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2020-12-13 15:01:13 +00:00
/**
* Base class for all Kismet related objects.
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SequenceObject extends Object
native(Sequence)
abstract
hidecategories(Object)
forcescriptorder( TRUE );
cpptext
{
public:
#if WITH_EDITOR
virtual void CheckForErrors() {};
#endif
/**
* Notification that this object has been connected to another sequence object via a link. Called immediately after
* the designer creates a link between two sequence objects.
*
* @param connObj the object that this op was just connected to.
* @param connIdx the index of the connection that was created. Depends on the type of sequence op that is being connected.
*/
virtual void OnConnect(USequenceObject *connObj,INT connIdx) {}
// USequenceObject interface
virtual void DrawSeqObj(FCanvas* Canvas, UBOOL bSelected, UBOOL bMouseOver, INT MouseOverConnType, INT MouseOverConnIndex, FLOAT MouseOverTime) {};
virtual void DrawLogicLinks(FCanvas* Canvas, TArray<USequenceObject*> &SelectedSeqObjs, USequenceObject* MouseOverSeqObj, INT MouseOverConnType, INT MouseOverConnIndex) {};
virtual void DrawVariableLinks(FCanvas* Canvas, TArray<USequenceObject*> &SelectedSeqObjs, USequenceObject* MouseOverSeqObj, INT MouseOverConnType, INT MouseOverConnIndex) {};
virtual void OnCreated()
{
ObjInstanceVersion = eventGetObjClassVersion();
};
virtual void OnDelete() {}
virtual void OnSelected() {};
virtual void OnExport();
FString GetSeqObjFullName();
FString GetSeqObjFullLevelName();
/**
* Traverses the ParentSequence chain until a non-sequence object is found, starting with this object.
*
* @erturn a pointer to the first object (including this one) in the ParentSequence chain that does
* has a NULL ParentSequence.
*/
USequence* GetRootSequence( UBOOL bOuterFallback=FALSE );
/**
* Traverses the ParentSequence chain until a non-sequence object is found, starting with this object.
*
* @erturn a pointer to the first object (including this one) in the ParentSequence chain that does
* has a NULL ParentSequence.
*/
const USequence* GetRootSequence( UBOOL bOuterFallback=FALSE ) const;
/**
* Traverses the ParentSequence chain until a non-sequence object is found, starting with this object's ParentSequence.
*
* @erturn a pointer to the first object (not including this one) in the ParentSequence chain that does
* has a NULL ParentSequence.
*/
USequence* GetParentSequenceRoot( UBOOL bOuterFallback=FALSE ) const;
virtual void UpdateObject()
{
// set the new instance version to match the class version
const INT ObjClassVersion = eventGetObjClassVersion();
const UBOOL bDirty = ObjInstanceVersion != ObjClassVersion;
ObjInstanceVersion = ObjClassVersion;
if ( bDirty )
{
MarkPackageDirty();
}
}
/** Converts this SequenceObject into another sequence object. Returns TRUE if this SequenceObject needs to be deleted */
virtual USequenceObject* ConvertObject()
{
return NULL;
}
virtual void DrawKismetRefs( FViewport* Viewport, const FSceneView* View, FCanvas* Canvas ) {}
virtual void PostLoad();
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
virtual void UpdateStatus() {}
USequenceObject* FindKismetObject();
/**
* Get the name of the class to use for handling user interaction events (such as mouse-clicks) with this sequence object
* in the kismet editor.
*
* @return a string containing the path name of a class in an editor package which can handle user input events for this
* sequence object.
*/
virtual const FString GetEdHelperClassName() const
{
return FString( TEXT("UnrealEd.SequenceObjectHelper") );
}
virtual UBOOL IsPendingKill() const;
/**
* Provides a way for non-deletable SequenceObjects (those with bDeletable=false) to be removed programatically. The
* user will not be able to remove this object from the sequence via the UI, but calls to RemoveObject will succeed.
*/
virtual UBOOL IsDeletable() const { return bDeletable; }
/**
* Returns whether this SequenceObject can exist in a sequence without being linked to anything else (i.e. does not require
* another sequence object to activate it)
*/
virtual UBOOL IsStandalone() const { return FALSE; }
/** called when the level that contains this sequence object is being removed/unloaded */
virtual void CleanUp();
/**
* Builds a list of objects which have this object in their archetype chain.
*
* All archetype propagation for sequence objects would be handled by prefab code, so this version just skips the iteration.
*
* @param Instances receives the list of objects which have this one in their archetype chain
*/
virtual void GetArchetypeInstances( TArray<UObject*>& Instances );
/**
* Serializes all objects which have this object as their archetype into GMemoryArchive, then recursively calls this function
* on each of those objects until the full list has been processed.
* Called when a property value is about to be modified in an archetype object.
*
* Since archetype propagation for sequence objects is handled by the prefab code, this version simply routes the call
* to the owning prefab so that it can handle the propagation at the appropriate time.
*
* @param AffectedObjects unused
*/
virtual void SaveInstancesIntoPropagationArchive( TArray<UObject*>& AffectedObjects );
/**
* De-serializes all objects which have this object as their archetype from the GMemoryArchive, then recursively calls this function
* on each of those objects until the full list has been processed.
*
* Since archetype propagation for sequence objects is handled by the prefab code, this version simply routes the call
* to the owning prefab so that it can handle the propagation at the appropriate time.
*
* @param AffectedObjects unused
*/
virtual void LoadInstancesFromPropagationArchive( TArray<UObject*>& AffectedObjects );
/**
* Determines whether this object is contained within a UPrefab.
*
* @param OwnerPrefab if specified, receives a pointer to the owning prefab.
*
* @return TRUE if this object is contained within a UPrefab; FALSE if it IS a UPrefab or isn't contained within one.
*/
virtual UBOOL IsAPrefabArchetype( class UObject** OwnerPrefab=NULL ) const;
/**
* @return TRUE if the object is a UPrefabInstance or part of a prefab instance.
*/
virtual UBOOL IsInPrefabInstance() const;
virtual void Initialize() {}
#if WITH_EDITOR
virtual void PrePathBuild( AScout* Scout ) {}
virtual void PostPathBuild( AScout* Scout ) {}
FColor GetBorderColor(UBOOL bSelected, UBOOL bMouseOver);
FIntPoint GetTitleBarSize(FCanvas* Canvas);
/** Gives op a chance to customize the title bar text. e.g. to include important data. Returns string to display in the title bar. */
virtual FString GetDisplayTitle() const;
virtual FString GetAutoComment() const;
virtual void DrawTitleBar(FCanvas* Canvas, UBOOL bSelected, UBOOL bMouseOver, const FIntPoint& Pos, const FIntPoint& Size);
virtual FIntRect GetSeqObjBoundingBox();
// Gives op a chance to add realtime debugging information (when enabled)
virtual void GetRealtimeComments(TArray<FString> &OutComments) {}
void SnapPosition(INT Gridsize, INT MaxSequenceSize);
#endif
protected:
virtual void ConvertObjectInternal(USequenceObject* NewSeqObj, INT LinkIdx = -1) {}
}
/** Class vs instance version, for offering updates in the Kismet editor */
var const int ObjInstanceVersion;
/** Sequence that contains this object */
var const noimport Sequence ParentSequence;
/** Visual position of this object within a sequence */
var editoronly int ObjPosX, ObjPosY;
/** Text label that describes this object */
var string ObjName;
/**
* Editor category for this object. Determines which kismet submenu this object
* should be placed in
*/
var editoronly string ObjCategory;
/** List of games that do not want to display this object */
var editoronly array<string> ObjRemoveInProject;
/** Color used to draw the object */
var editoronly color ObjColor;
/** User editable text comment */
var() string ObjComment<MultilineWithMaxRows=5>;
/** Whether or not this object is deletable. */
var bool bDeletable;
/** Should this object be drawn in the first pass? */
var bool bDrawFirst;
/** Should this object be drawn in the last pass? */
var bool bDrawLast;
/** Cached drawing dimensions */
var int DrawWidth, DrawHeight;
/** Should this object display ObjComment when activated? */
var() bool bOutputObjCommentToScreen;
/** Should we suppress the 'auto' comment text - values of properties flagged with the 'autocomment' metadata string. */
var() bool bSuppressAutoComment;
/** Pointer to our PIE runtime sequence object for runtime kismet debugging.*/
var transient nontransactional editoronly SequenceObject PIESequenceObject;
/** Writes out the specified text to a dedicated scripting log file.
* @param LogText the text to print
* @param bWarning true if this is a warning message.
* Warning messages are also sent to the normal game log and appear onscreen if Engine's configurable bOnScreenKismetWarnings is true
*/
native final function ScriptLog(string LogText, optional bool bWarning = true);
/** Returns the current world's WorldInfo, useful for spawning actors and such. */
native final function WorldInfo GetWorldInfo();
/**
* Determines whether this class should be displayed in the list of available ops in the level kismet editor.
*
* @return TRUE if this sequence object should be available for use in the level kismet editor
*/
event bool IsValidLevelSequenceObject()
{
return true;
}
/**
* Determines whether objects of this class are allowed to be pasted into level sequences.
*
* @return TRUE if this sequence object can be pasted into level sequences.
*/
event bool IsPastingIntoLevelSequenceAllowed()
{
return IsValidLevelSequenceObject();
}
/**
* Determines whether objects of this class should clear their names when pasting into a level sequence.
* NOTE: If not done errors with subojects can happen from copy/paste
*
* @return TRUE if this sequence object should have its name cleared when pasted into level sequences.
*/
event bool ShouldClearNameOnPasting()
{
return true;
}
/**
* Return the version number for this class. Child classes should increment this method by calling Super then adding
* a individual class version to the result. When a class is first created, the number should be 0; each time one of the
* link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of
* Super.GetObjClassVersion() should be incremented by 1.
*
* @return the version number for this specific class.
*/
static event int GetObjClassVersion()
{
return 1;
}
defaultproperties
{
bDeletable=true
ObjName="Undefined"
ObjColor=(R=255,G=255,B=255,A=255)
bSuppressAutoComment=true
}