80 lines
2.6 KiB
Ucode
80 lines
2.6 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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// This class of blend node will ramp the 'active' child up to 1.0
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class AnimNodeBlendList extends AnimNodeBlendBase
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native(Anim)
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hidecategories(Object);
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/** Array of target weights for each child. Size must be the same as the Children array. */
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var array<float> TargetWeight;
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/** How long before current blend is complete (ie. active child reaches 100%) */
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var float BlendTimeToGo;
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/** Child currently active - that is, at or ramping up to 100%. */
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var INT ActiveChildIndex;
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/** Call play anim when active child is changed */
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var() bool bPlayActiveChild;
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/**
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* If TRUE (Default), then when the node becomes relevant, the Active Child will be forced to full weight.
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* This is a general optimization, as multiple nodes tend to change state at the same time, this will
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* reduce the maximum number of blends and animation decompression done at the same time.
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* Setting it to FALSE, will let the node interpolate animation normally.
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*/
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var(Performance) bool bForceChildFullWeightWhenBecomingRelevant;
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/**
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* if TRUE, do not blend when the Skeletal Mesh is not visible.
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* Optimization to save on blending time when meshes are not rendered.
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* Instant switch instead.
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*/
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var(Performance) bool bSkipBlendWhenNotRendered;
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/** slider position, for animtree editor */
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var const float SliderPosition;
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/** ActiveChildIndex for use in editor only, to debug transitions */
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var() editoronly INT EditorActiveChildIndex;
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cpptext
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{
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// UObject interface
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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// AnimNode interface
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virtual void InitAnim( USkeletalMeshComponent* meshComp, UAnimNodeBlendBase* Parent );
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virtual void ResetAnimNodeToSource(UAnimNode *SourceNode);
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virtual void TickAnim(FLOAT DeltaSeconds);
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// AnimTree editor interface
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virtual INT GetNumSliders() const { return 1; }
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virtual FLOAT GetSliderPosition(INT SliderIndex, INT ValueIndex);
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virtual void HandleSliderMove(INT SliderIndex, INT ValueIndex, FLOAT NewSliderValue);
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virtual FString GetSliderDrawValue(INT SliderIndex);
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// AnimNodeBlendBase interface
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virtual void OnAddChild(INT ChildNum);
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virtual void OnRemoveChild(INT ChildNum);
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// AnimNodeBlendList interface
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/** Called after (copy/)pasted - reset values or re-link if needed**/
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virtual void OnPaste();
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}
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native function SetActiveChild( INT ChildIndex, FLOAT BlendTime );
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defaultproperties
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{
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bSkipBlendWhenNotRendered=TRUE
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bForceChildFullWeightWhenBecomingRelevant=TRUE
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Children(0)=(Name="Child1")
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bFixNumChildren=FALSE
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CategoryDesc = "BlendBy"
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}
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