56 lines
1.6 KiB
Ucode
56 lines
1.6 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*
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* Event mapped to analog input.
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*/
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class SeqEvent_AnalogInput extends SequenceEvent
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native(Sequence);
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cpptext
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{
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UBOOL RegisterEvent();
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/**
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* @return Does this event care about the given input name?
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*/
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UBOOL HasMatchingInput(FName InputName);
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/**
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* Trigger the event as needed. If this returns TRUE, and bTrapInput is TRUE, then the caller should
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* stop processing the input.
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*/
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UBOOL CheckInputActivate(INT PlayerIndex, FName InputName, FLOAT Value);
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/**
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* Trigger the event as needed. If this returns TRUE, and bTrapInput is TRUE, then the caller should
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* stop processing the input.
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*/
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UBOOL CheckInputActivate(INT PlayerIndex, FName InputName, FVector Value);
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}
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/** Should the input be eaten by the event, or allowed to propagate to gameplay? */
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var() bool bTrapInput;
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/** -1 for any player, or an index of a specific player to restrict to */
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var() int AllowedPlayerIndex;
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/** The binding to listen to - this can be something like MouseX, XboxTypeS_LeftX, Tilt - NOT aStrafe, aBaseX, etc */
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var() array<name> InputNames;
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defaultproperties
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{
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ObjName="Analog Input"
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ObjCategory="Input"
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bTrapInput=TRUE
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VariableLinks(1)=(LinkDesc="Input Name",ExpectedType=class'SeqVar_String')
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VariableLinks(2)=(LinkDesc="Float Value",ExpectedType=class'SeqVar_Float')
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VariableLinks(3)=(LinkDesc="Vector Value",ExpectedType=class'SeqVar_Vector')
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OutputLinks(0)=(LinkDesc="Output")
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AllowedPlayerIndex = -1;
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MaxTriggerCount=0
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ReTriggerDelay=0.0
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}
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