61 lines
1.5 KiB
Ucode
61 lines
1.5 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class SeqAct_Delay extends SeqAct_Latent
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native(Sequence);
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cpptext
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{
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void Activated();
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UBOOL UpdateOp(FLOAT deltaTime);
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void DeActivated();
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virtual void PostLoad();
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#if WITH_EDITOR
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virtual FString GetDisplayTitle() const;
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// Gives op a chance to add realtime debugging information (when enabled)
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virtual void GetRealtimeComments(TArray<FString> &OutComments);
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#endif
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};
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/** Is this delay currently active? */
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var const bool bDelayActive;
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var const float DefaultDuration;
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/** Default duration to use if no variables are linked */
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var() float Duration<autocomment=true>;
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/** When set triggering start again with restart the time without triggering the finished output, otherwise default behavior of not changing the initial delay time */
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var() bool bStartWillRestart;
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/** Time at which this op was last updated, to prevent multiple updates per tick */
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var const float LastUpdateTime;
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/** Remaining time left on the duration */
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var const float RemainingTime;
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function Reset()
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{
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ResetDelayActive();
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}
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native function ResetDelayActive();
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defaultproperties
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{
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ObjName="Delay"
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ObjCategory="Misc"
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InputLinks(0)=(LinkDesc="Start")
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InputLinks(1)=(LinkDesc="Stop")
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InputLinks(2)=(LinkDesc="Pause")
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DefaultDuration=1.f
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Duration=1.f
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VariableLinks.Empty
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VariableLinks(0)=(ExpectedType=class'SeqVar_Float',LinkDesc="Duration",PropertyName=Duration)
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}
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