32 lines
1.0 KiB
Ucode
32 lines
1.0 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class PBRuleNodeVariation extends PBRuleNodeBase
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native(ProcBuilding)
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collapsecategories
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hidecategories(Object);
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/** If TRUE, choose output based on variation of scope to left of this one, rather than this one. */
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var() bool bVariationOfScopeOnLeft;
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cpptext
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{
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// PBRuleNodeVariation interface
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virtual void RegenVariationOutputs(UProcBuildingRuleset* Ruleset);
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INT GetVariationOutputIndex(AProcBuilding* BaseBuilding, INT TopLevelScopeIndex);
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// PBRuleNodeBase interface
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virtual void ProcessScope(FPBScope2D& InScope, INT TopLevelScopeIndex, AProcBuilding* BaseBuilding, AProcBuilding* ScopeBuilding, UStaticMeshComponent* LODParent);
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virtual class UPBRuleNodeCorner* GetCornerNode(UBOOL bTop, AProcBuilding* BaseBuilding, INT TopLevelScopeIndex);
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// Editor
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virtual FString GetRuleNodeTitle();
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virtual void RuleNodeCreated(UProcBuildingRuleset* Ruleset);
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}
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defaultproperties
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{
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NextRules[0]=(LinkName="Default")
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} |