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KF2-Dev-Scripts/Engine/Classes/AnimNotify_AkEvent.uc
2020-12-13 18:01:13 +03:00

41 lines
1.2 KiB
Ucode

/**
*
*/
class AnimNotify_AkEvent extends AnimNotify
native(Anim);
var() AkEvent AkEvent;
var() bool bFollowActor;
var() Name BoneName;
`if(`__TW_WWISE_)
var() bool bIgnoreIfActorHidden;
/** Useful to ensure it won't activate while blending from this anim into a death anim */
var() bool bIgnoreIfActorDead;
/** This is the percent to play this Sound. Defaults to 100% (aka 1.0f) **/
var() float PercentToPlay;
`endif
cpptext
{
// AnimNotify interface.
virtual void Notify( class UAnimNodeSequence* NodeSeq );
#if __TW_WWISE_
virtual UAkEvent* PickEventToPlay( AActor* in_pOwner );
virtual UBOOL CanPlay( AActor* in_pOwner, USkeletalMeshComponent* in_pSkelComp, UAkEvent* in_pEvent );
virtual void GetSoundLocation( AActor* in_pOwner, USkeletalMeshComponent* in_pSkelComp, UAkEvent* in_pEvent, FVector& in_SoundLocation, INT& in_bEventIsOccluded, UBOOL& in_bEventIsAudible );
virtual void Play( AActor* in_pOwner, UAkEvent* in_pEvent, const FVector& in_SoundLocation, UBOOL in_bEventIsOccluded );
#endif // __TW_WWISE_
}
defaultproperties
{
bFollowActor=true
`if(`__TW_WWISE_)
PercentToPlay=1.0
bIgnoreIfActorDead=true
`endif
}