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KF2-Dev-Scripts/Engine/Classes/SeqAct_CameraFade.uc
2020-12-13 18:01:13 +03:00

57 lines
1.4 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SeqAct_CameraFade extends SequenceAction
native(Sequence);
/** Color to use as the fade */
var() color FadeColor;
/** Range of alpha to fade, FadeAlpha.X + ((1.f - FadeTimeRemaining/FadeTime) * (FadeAlpha.Y - FadeAlpha.X)) */
var deprecated vector2d FadeAlpha;
/** The opacity that the camera will fade to */
var() float FadeOpacity<ClampMin=0.0 | ClampMax=1.0>;
/** How long to fade to FadeOpacity from the camera's current fade opacity */
var() float FadeTime<ClampMin=0.0>;
/** Should the fade persist? */
var() bool bPersistFade;
/** Should audio be faded as well */
var() bool bFadeAudio;
/** Time left before reaching full alpha */
var float FadeTimeRemaining;
/** List of PCs this action is applied to */
var transient array<PlayerController> CachedPCs;
cpptext
{
void Activated();
UBOOL UpdateOp(FLOAT DeltaTime);
virtual void UpdateObject();
};
static event int GetObjClassVersion()
{
return Super.GetObjClassVersion() + 1;
}
defaultproperties
{
ObjName="Fade"
ObjCategory="Camera"
bLatentExecution=TRUE
bAutoActivateOutputLinks=FALSE
FadeAlpha=(X=0.f,Y=1.f)
FadeOpacity=1.f
FadeTime=1.f
bPersistFade=TRUE
VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Target",PropertyName=Targets,bHidden=TRUE)
OUtputLinks(0)=(LinkDesc="Out")
OUtputLinks(1)=(LinkDesc="Finished")
}