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

60 lines
1.6 KiB
Ucode

/**
* SeqAct_PrepareMapChange
*
* Kismet action exposing kicking off async map changes
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SeqAct_PrepareMapChange extends SeqAct_Latent
native(Sequence);
/** The main level that should be transitioned to. */
var() name MainLevelName;
/** Additional secondary levels that should be pre-loaded before the switcheroo. */
var() array<name> InitiallyLoadedSecondaryLevelNames;
/** If this is TRUE, then a much larger time slice will be given to the loading code (useful for loading during a movie, etc) */
var() bool bIsHighPriority;
var transient bool bStatusIsOk;
cpptext
{
virtual void PostLoad();
/**
* Called when this sequence action is being activated. Kicks off async background loading.
*/
void Activated();
void DeActivated();
/**
* Called from parent sequence via ExecuteActiveOps, returns TRUE to indicate this
* action has completed, which in this case means the engine is ready to have
* CommitMapChange called.
*
* @return TRUE if action has completed, FALSE otherwise
*/
UBOOL UpdateOp(FLOAT DeltaTime);
virtual void UpdateStatus();
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
#if WITH_EDITOR
virtual void DrawExtraInfo(FCanvas* Canvas, const FVector& BoxCenter);
#endif
};
defaultproperties
{
ObjName="Prepare Map Change"
ObjCategory="Level"
VariableLinks.Empty
OutputLinks.Empty
InputLinks(0)=(LinkDesc="PrepareLoad")
OutputLinks(0)=(LinkDesc="Finished")
}