/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_Delay extends SeqAct_Latent native(Sequence); cpptext { void Activated(); UBOOL UpdateOp(FLOAT deltaTime); void DeActivated(); virtual void PostLoad(); #if WITH_EDITOR virtual FString GetDisplayTitle() const; // Gives op a chance to add realtime debugging information (when enabled) virtual void GetRealtimeComments(TArray &OutComments); #endif }; /** Is this delay currently active? */ var const bool bDelayActive; var const float DefaultDuration; /** Default duration to use if no variables are linked */ var() float Duration; /** When set triggering start again with restart the time without triggering the finished output, otherwise default behavior of not changing the initial delay time */ var() bool bStartWillRestart; /** Time at which this op was last updated, to prevent multiple updates per tick */ var const float LastUpdateTime; /** Remaining time left on the duration */ var const float RemainingTime; function Reset() { ResetDelayActive(); } native function ResetDelayActive(); defaultproperties { ObjName="Delay" ObjCategory="Misc" InputLinks(0)=(LinkDesc="Start") InputLinks(1)=(LinkDesc="Stop") InputLinks(2)=(LinkDesc="Pause") DefaultDuration=1.f Duration=1.f VariableLinks.Empty VariableLinks(0)=(ExpectedType=class'SeqVar_Float',LinkDesc="Duration",PropertyName=Duration) }