//============================================================================= // 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_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 }