/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_CameraFade extends SequenceAction native(Sequence); /** Color to use as the fade */ var() color FadeColor; /** Range of alpha to fade, FadeAlpha.X + ((1.f - FadeTimeRemaining/FadeTime) * (FadeAlpha.Y - FadeAlpha.X)) */ var deprecated vector2d FadeAlpha; /** The opacity that the camera will fade to */ var() float FadeOpacity; /** How long to fade to FadeOpacity from the camera's current fade opacity */ var() float FadeTime; /** Should the fade persist? */ var() bool bPersistFade; /** Should audio be faded as well */ var() bool bFadeAudio; /** Time left before reaching full alpha */ var float FadeTimeRemaining; /** List of PCs this action is applied to */ var transient array CachedPCs; cpptext { void Activated(); UBOOL UpdateOp(FLOAT DeltaTime); virtual void UpdateObject(); }; static event int GetObjClassVersion() { return Super.GetObjClassVersion() + 1; } defaultproperties { ObjName="Fade" ObjCategory="Camera" bLatentExecution=TRUE bAutoActivateOutputLinks=FALSE FadeAlpha=(X=0.f,Y=1.f) FadeOpacity=1.f FadeTime=1.f bPersistFade=TRUE VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Target",PropertyName=Targets,bHidden=TRUE) OUtputLinks(0)=(LinkDesc="Out") OUtputLinks(1)=(LinkDesc="Finished") }