59 lines
1.9 KiB
Ucode
59 lines
1.9 KiB
Ucode
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//=============================================================================
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// KFAnimSeq_TurnInPlace
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//=============================================================================
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// Node to play a transition animation referenced by transition type.
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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//=============================================================================
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// Based on GearAnim_TurnInPlace_Player
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// Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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//=============================================================================
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class KFAnimSeq_TurnInPlace extends AnimNodeSequenceBlendBase
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native(Anim);
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struct native TIP_Transition
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{
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var() Name TransName;
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var() Name AnimName;
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};
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var() Array<TIP_Transition> TIP_Transitions;
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/** Transition blend time */
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var() FLOAT TransitionBlendTime;
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var transient INT ActiveChildIndex;
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var transient FLOAT BlendTimeToGo;
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/** Internal cached pointer to Owner */
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var const transient KFPawn PawnOwner;
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cpptext
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{
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// AnimNode interface
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void InitAnim( USkeletalMeshComponent* MeshComp, UAnimNodeBlendBase* Parent );
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/** Play a turn in place transition */
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void PlayTransition(FName TransitionName, FLOAT BlendTime);
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void TickAnim(FLOAT DeltaSeconds);
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void SetActiveChild(INT ChildIndex, FLOAT BlendTime);
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}
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defaultproperties
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{
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TIP_Transitions(0)=(TransName="Rt_90", AnimName="AR_Idle_Ready_Turn_Rt_90")
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TIP_Transitions(1)=(TransName="Rt_180", AnimName="AR_Idle_Ready_Turn_Rt_180")
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TIP_Transitions(2)=(TransName="Lt_90", AnimName="AR_Idle_Ready_Turn_Lt_90")
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TIP_Transitions(3)=(TransName="Lt_180", AnimName="AR_Idle_Ready_Turn_Lt_180")
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ActiveChildIndex=0
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Anims(0)=(Weight=1.0)
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Anims(1)=()
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TransitionBlendTime=0.33f
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RootRotationOption[0]=RRO_Discard
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RootRotationOption[1]=RRO_Discard
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RootRotationOption[2]=RRO_Discard
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}
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