54 lines
1.8 KiB
Ucode
54 lines
1.8 KiB
Ucode
class SeqVar_Named extends SequenceVariable
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hidecategories(SequenceVariable)
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native(Sequence);
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/**
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* This is a special type of variable that can be used to connect to a variable anywhere in the level sequence.
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* When play begins, it will search up parent sequences to find a variable of the corresponding type whose name matches FindVarName and connect to it.
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* This makes it easy to have one instance of a variable that is used in many places throughout sequences without complex wiring through many layers.
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* Similar to a global variable in C++.
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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cpptext
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{
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// UObject interface
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virtual void PostLoad();
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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// SequenceObject interface
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virtual void OnConnect(USequenceObject *connObj,INT connIdx);
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/**
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* Returns whether this SequenceObject can exist in a sequence without being linked to anything else (i.e. does not require
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* another sequence object to activate it)
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*/
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virtual UBOOL IsStandalone() const { return TRUE; }
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// SequenceVariable interface
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virtual FString GetValueStr();
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#if WITH_EDITOR
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virtual void DrawExtraInfo(FCanvas* Canvas, const FVector& CircleCenter);
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#endif
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// SeqVar_Named interface
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void UpdateStatus();
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virtual UBOOL ValidateVarLinks();
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}
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/** Class that this variable will act as. Set automatically when connected to a SequenceOp variable connector. */
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var() class<SequenceVariable> ExpectedType;
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/** Will search entire level's sequences (ie all subsequences) to find a variable whose VarName matches FindVarName. */
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var() Name FindVarName;
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/** For use in Kismet, to indicate if this variable is ok. Updated in UpdateStatus. */
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var transient bool bStatusIsOk;
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defaultproperties
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{
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ObjName="Named Variable"
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}
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