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

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2020-12-13 15:01:13 +00:00
/**
* AnimNodeCrossfader
* This single node allows to crossfade between 2 animations through script control.
* A typical usage scenario would be to blend between 2 player idle animations.
* This blend requires 2 AnimNodeSequence as childs, you cannot connect 2 blends nor any other node types.
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class AnimNodeCrossfader extends AnimNodeBlend
native(Anim)
hidecategories(Object);
cpptext
{
// UAnimNode interface
virtual void InitAnim( USkeletalMeshComponent* meshComp, UAnimNodeBlendBase* Parent );
virtual void TickAnim(FLOAT DeltaSeconds);
}
//
// Exposed (script modifable) parameters
//
/** default animation sequence played upon startup */
var() name DefaultAnimSeqName;
//
// Internal (C++) variables
//
/** true if not blending out of the current one shot anim. Anim will just freeze at last frame */
var const bool bDontBlendOutOneShot;
/** Blend Out time for current One Shot anim */
var const float PendingBlendOutTimeOneShot;
/**
* Play a One Shot animation.
*
* @param AnimSeqName Name of animation sequence to play
* @param BlendInTime time to blend from current animation to this (new) one.
* @param BlendOutTime time to blend from this animation (before it finishes playing) back to the previous one.
* @param bDontBlendOut if true, animation will freeze at last frame, and not blend back to the old one.
* @param Rate Playing rate of animation.
*/
native noexport final function PlayOneShotAnim
(
name AnimSeqName,
optional float BlendInTime,
optional float BlendOutTime,
optional bool bDontBlendOut,
optional float Rate
);
/**
* Blend to a looping animation.
*
* @param AnimSeqName Name of animation sequence to play.
* @param BlendInTime time to blend from current animation to this (new) one.
* @param Rate Playing rate of animation.
*/
native noexport final function BlendToLoopingAnim
(
name AnimSeqName,
optional float BlendInTime,
optional float Rate
);
/**
* Get Animation Name currently playing
*
* @return animation name currently being played.
*/
native final function Name GetAnimName();
/**
* Get active AnimNodeSequence child. To access animation properties and control functions.
*
* @return AnimNodeSequence currently playing.
*/
native final function AnimNodeSequence GetActiveChild();
defaultproperties
{
}