1
0
KF2-Dev-Scripts/KFGame/Classes/KFAnimSeq_TurnInPlace.uc

59 lines
1.9 KiB
Ucode
Raw Normal View History

2020-12-13 15:01:13 +00:00
//=============================================================================
// KFAnimSeq_TurnInPlace
//=============================================================================
// Node to play a transition animation referenced by transition type.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
// Based on GearAnim_TurnInPlace_Player
// Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class KFAnimSeq_TurnInPlace extends AnimNodeSequenceBlendBase
native(Anim);
struct native TIP_Transition
{
var() Name TransName;
var() Name AnimName;
};
var() Array<TIP_Transition> TIP_Transitions;
/** Transition blend time */
var() FLOAT TransitionBlendTime;
var transient INT ActiveChildIndex;
var transient FLOAT BlendTimeToGo;
/** Internal cached pointer to Owner */
var const transient KFPawn PawnOwner;
cpptext
{
// AnimNode interface
void InitAnim( USkeletalMeshComponent* MeshComp, UAnimNodeBlendBase* Parent );
/** Play a turn in place transition */
void PlayTransition(FName TransitionName, FLOAT BlendTime);
void TickAnim(FLOAT DeltaSeconds);
void SetActiveChild(INT ChildIndex, FLOAT BlendTime);
}
defaultproperties
{
TIP_Transitions(0)=(TransName="Rt_90", AnimName="AR_Idle_Ready_Turn_Rt_90")
TIP_Transitions(1)=(TransName="Rt_180", AnimName="AR_Idle_Ready_Turn_Rt_180")
TIP_Transitions(2)=(TransName="Lt_90", AnimName="AR_Idle_Ready_Turn_Lt_90")
TIP_Transitions(3)=(TransName="Lt_180", AnimName="AR_Idle_Ready_Turn_Lt_180")
ActiveChildIndex=0
Anims(0)=(Weight=1.0)
Anims(1)=()
TransitionBlendTime=0.33f
RootRotationOption[0]=RRO_Discard
RootRotationOption[1]=RRO_Discard
RootRotationOption[2]=RRO_Discard
}