66 lines
2.3 KiB
Ucode
66 lines
2.3 KiB
Ucode
class InterpTrackEvent extends InterpTrack
|
|
native(Interpolation);
|
|
|
|
/**
|
|
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
|
|
*
|
|
*
|
|
* A track containing discrete events that are triggered as its played back.
|
|
* Events correspond to Outputs of the SeqAct_Interp in Kismet.
|
|
* There is no PreviewUpdateTrack function for this type - events are not triggered in editor.
|
|
*/
|
|
|
|
cpptext
|
|
{
|
|
// InterpTrack interface
|
|
virtual INT GetNumKeyframes() const;
|
|
virtual void GetTimeRange(FLOAT& StartTime, FLOAT& EndTime) const;
|
|
virtual FLOAT GetTrackEndTime() const;
|
|
virtual FLOAT GetKeyframeTime(INT KeyIndex) const;
|
|
virtual INT AddKeyframe(FLOAT Time, UInterpTrackInst* TrInst, EInterpCurveMode InitInterpMode);
|
|
virtual INT SetKeyframeTime(INT KeyIndex, FLOAT NewKeyTime, UBOOL bUpdateOrder=true);
|
|
virtual void RemoveKeyframe(INT KeyIndex);
|
|
virtual INT DuplicateKeyframe(INT KeyIndex, FLOAT NewKeyTime);
|
|
virtual UBOOL GetClosestSnapPosition(FLOAT InPosition, TArray<INT> &IgnoreKeys, FLOAT& OutPosition);
|
|
|
|
virtual void UpdateTrack(FLOAT NewPosition, UInterpTrackInst* TrInst, UBOOL bJump);
|
|
|
|
/** Get the name of the class used to help out when adding tracks, keys, etc. in UnrealEd.
|
|
* @return String name of the helper class.*/
|
|
virtual const FString GetEdHelperClassName() const;
|
|
|
|
virtual class UMaterial* GetTrackIcon() const;
|
|
|
|
/** Whether or not this track is allowed to be used on static actors. */
|
|
virtual UBOOL AllowStaticActors() { return TRUE; }
|
|
|
|
virtual void DrawTrack( FCanvas* Canvas, UInterpGroup* Group, const FInterpTrackDrawParams& Params );
|
|
}
|
|
|
|
/** Information for one event in the track. */
|
|
struct native EventTrackKey
|
|
{
|
|
var float Time;
|
|
var() name EventName;
|
|
};
|
|
|
|
/** Array of events to fire off. */
|
|
var array<EventTrackKey> EventTrack;
|
|
|
|
/** If events should be fired when passed playing the sequence forwards. */
|
|
var() bool bFireEventsWhenForwards;
|
|
|
|
/** If events should be fired when passed playing the sequence backwards. */
|
|
var() bool bFireEventsWhenBackwards;
|
|
|
|
/** If true, events on this track are fired even when jumping forwads through a sequence - for example, skipping a cinematic. */
|
|
var() bool bFireEventsWhenJumpingForwards;
|
|
|
|
defaultproperties
|
|
{
|
|
TrackInstClass=class'Engine.InterpTrackInstEvent'
|
|
TrackTitle="Event"
|
|
bFireEventsWhenForwards=true
|
|
bFireEventsWhenBackwards=true
|
|
}
|