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

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2020-12-13 15:01:13 +00:00
/** selects child based on parameters of the owner's current physics volume
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class UDKAnimBlendByPhysicsVolume extends UDKAnimBlendBase
native(Animation);
struct native PhysicsVolumeParams
{
/** index of child that should become active when the owner's physics volume matches these parameters */
var() int ChildIndex;
/** whether the volume is a water volume */
var() bool bWaterVolume;
/** whether we care about the volume's gravity */
var() bool bCheckGravity;
/** gravity thresholds for bCheckGravity */
var() float MinGravity, MaxGravity;
};
var() array<PhysicsVolumeParams> PhysicsParamList;
/** last volume owner was using, to detect changes */
var transient PhysicsVolume LastPhysicsVolume;
cpptext
{
virtual void RenameChildConnectors();
virtual void TickAnim(FLOAT DeltaSeconds);
}
/** called when this node detects that its Owner's PhysicsVolume has been changed
* choose the appropriate child here
*/
event PhysicsVolumeChanged(PhysicsVolume NewVolume)
{
local int i, DesiredChild;
local float GravityZ;
for (i = 0; i < PhysicsParamList.length; i++)
{
if (PhysicsParamList[i].bWaterVolume == NewVolume.bWaterVolume)
{
if (!PhysicsParamList[i].bCheckGravity)
{
DesiredChild = PhysicsParamList[i].ChildIndex;
break;
}
else
{
GravityZ = NewVolume.GetGravityZ();
if (GravityZ >= PhysicsParamList[i].MinGravity && GravityZ <= PhysicsParamList[i].MaxGravity)
{
DesiredChild = PhysicsParamList[i].ChildIndex;
break;
}
}
}
}
SetActiveChild(DesiredChild, GetBlendTime(DesiredChild));
}
defaultproperties
{
Children[0]=(Name="Default",Weight=1.0)
}