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

53 lines
1.6 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
// This special blend node will use the LookDir and Acceleration from the Actor that
// owns the SkeletalMeshComponent to blend the four directional animations together.
// TODO: This node could also 'lock' animation rate/phase together for its children (for cadence matching)? Should this be a general blender property?
class AnimNodeBlendDirectional extends AnimNodeBlendBase
native(Anim)
hidecategories(Object);
/** Allows control over how quickly the directional blend should be allowed to change. */
var() float DirDegreesPerSecond;
/** In radians. Between -PI and PI. 0.0 is running the way we are looking. */
var float DirAngle;
/** If the LOD for the mesh is at or above this LOD level, only use a single directional animation instead of blending. */
var() int SingleAnimAtOrAboveLOD;
/** Rotational offset to apply */
var Rotator RotationOffset;
/** Use acceleration instead of Velocity to determine speed */
var() bool bUseAcceleration;
cpptext
{
// AnimNode interface
virtual void TickAnim(FLOAT DeltaSeconds);
virtual INT GetNumSliders() const { return 1; }
virtual FLOAT GetSliderPosition(INT SliderIndex, INT ValueIndex);
virtual void HandleSliderMove(INT SliderIndex, INT ValueIndex, FLOAT NewSliderValue);
virtual FString GetSliderDrawValue(INT SliderIndex);
}
defaultproperties
{
Children(0)=(Name="Forward",Weight=1.0)
Children(1)=(Name="Backward")
Children(2)=(Name="Left")
Children(3)=(Name="Right")
bFixNumChildren=true
DirDegreesPerSecond=360.0
SingleAnimAtOrAboveLOD=1000
CategoryDesc = "Directional"
}