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KF2-Dev-Scripts/UDKBase/classes/UDKAnimBlendByFall.uc
2020-12-13 18:01:13 +03:00

81 lines
2.2 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class UDKAnimBlendByFall extends UDKAnimBlendBase
native(Animation);
enum EBlendFallTypes
{
FBT_Up, // jump
FBT_Down,
FBT_PreLand,
FBT_Land,
// variants for double jump
FBT_DblJumpUp,
FBT_DblJumpDown,
FBT_DblJumpPreLand,
FBT_DblJumpLand,
FBT_None
};
/** If TRUE, double jump versions of the inputs will be ignored. */
var() bool bIgnoreDoubleJumps;
/** Time before predicted landing to trigger pre-land animation. */
var() float PreLandTime;
/** Time before landing we should start becoming upright again. */
var() float PreLandStartUprightTime;
/** Time to become upright when executing double jump. */
var() float ToDblJumpUprightTime;
/** True if a double jump was performed and we should use the DblJump states. */
var transient bool bDidDoubleJump;
/**
* This fall is used for dodging. When it's true, the Falling node progress through
* it's states in an alternate manner
*/
var bool bDodgeFall;
/** The current state this node believes the pawn to be in */
var const EBlendFallTypes FallState;
/** Set internally, this variable holds the size of the velocity at the last tick */
var const float LastFallingVelocity;
/** Cached pointer to parent leaning node. */
var const UDKAnimNodeJumpLeanOffset CachedLeanNode;
cpptext
{
virtual void DeferredInitAnim();
virtual void TickAnim(FLOAT DeltaSeconds);
virtual void SetActiveChild( INT ChildIndex, FLOAT BlendTime );
virtual void OnChildAnimEnd(UAnimNodeSequence* Child, FLOAT PlayedTime, FLOAT ExcessTime);
virtual void ChangeFallState(EBlendFallTypes NewState);
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
virtual void RenameChildConnectors();
virtual void OnCeaseRelevant();
}
defaultproperties
{
FallState=FBT_None
bDodgeFall=false
Children(0)=(Name="Up",Weight=1.0)
Children(1)=(Name="Down")
Children(2)=(Name="Pre-Land")
Children(3)=(Name="Land")
Children(4)=(Name="DoubleJump Up")
Children(5)=(Name="DoubleJump Down")
Children(6)=(Name="DoubleJump Pre-Land")
Children(7)=(Name="DoubleJump Land")
bFixNumChildren=true
}