44 lines
1.0 KiB
Ucode
44 lines
1.0 KiB
Ucode
/**
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* An ObjectVolume will replace the normal object references with anything contained within
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* the assigned volume at runtime, allowing designers to quickly reference large areas.
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class SeqVar_ObjectVolume extends SeqVar_Object
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native(Sequence);
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cpptext
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{
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virtual UObject** GetObjectRef(INT Idx);
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#if WITH_EDITOR
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virtual void DrawExtraInfo(FCanvas* Canvas, const FVector& CircleCenter);
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#endif
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virtual UBOOL SupportsProperty(UProperty *Property)
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{
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return FALSE;
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}
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}
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/** Last time ContainedObjects was updated */
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var float LastUpdateTime;
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/** List of objects contained within the volume */
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var array<Object> ContainedObjects;
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/** List of object types to exclude */
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var() array<class<Object> > ExcludeClassList;
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/** Should this volume account for non-colliding as well? */
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var() bool bCollidingOnly;
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defaultproperties
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{
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ObjName="Object Volume"
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ObjCategory="Object"
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ExcludeClassList=(class'Trigger',class'Volume')
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bCollidingOnly=TRUE
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}
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