48 lines
1.8 KiB
Ucode
48 lines
1.8 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_GetLocationAndRotation extends SequenceAction
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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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}
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/** The location of the actor */
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var() editconst Vector Location;
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/** A normalized vector in the direction of the actor's rotation */
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var() editconst Vector RotationVector;
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/** A vector that holds floating point versions of the FRotator rotation */
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var() editconst Vector Rotation;
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/**
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* OPTIONAL: Name of a socket or bone to get the world-space location and rotation of (if this actor contains a skeletal mesh)
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* If left empty or there is no skeletal mesh, this action will still get the actor location and rotation
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*/
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var() Name SocketOrBoneName;
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/**
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* Return the version number for this class. Child classes should increment this method by calling Super then adding
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* a individual class version to the result. When a class is first created, the number should be 0; each time one of the
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* link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of
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* Super.GetObjClassVersion() should be incremented by 1.
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*
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* @return the version number for this specific class.
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*/
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static event int GetObjClassVersion()
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{
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return Super.GetObjClassVersion() + 2;
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}
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defaultproperties
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{
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ObjName="Get Location and Rotation"
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ObjCategory="Actor"
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VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Target",PropertyName=Targets,MaxVars=1)
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VariableLinks(1)=(ExpectedType=class'SeqVar_Vector',LinkDesc="Location",bWriteable=true,PropertyName=Location)
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VariableLinks(2)=(ExpectedType=class'SeqVar_Vector',LinkDesc="Rotation Vector",bWriteable=true,PropertyName=RotationVector)
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VariableLinks(3)=(ExpectedType=class'SeqVar_Vector',LinkDesc="Rotation",bWriteable=true,PropertyName=Rotation)
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}
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