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

80 lines
2.6 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
// This class of blend node will ramp the 'active' child up to 1.0
class AnimNodeBlendList extends AnimNodeBlendBase
native(Anim)
hidecategories(Object);
/** Array of target weights for each child. Size must be the same as the Children array. */
var array<float> TargetWeight;
/** How long before current blend is complete (ie. active child reaches 100%) */
var float BlendTimeToGo;
/** Child currently active - that is, at or ramping up to 100%. */
var INT ActiveChildIndex;
/** Call play anim when active child is changed */
var() bool bPlayActiveChild;
/**
* If TRUE (Default), then when the node becomes relevant, the Active Child will be forced to full weight.
* This is a general optimization, as multiple nodes tend to change state at the same time, this will
* reduce the maximum number of blends and animation decompression done at the same time.
* Setting it to FALSE, will let the node interpolate animation normally.
*/
var(Performance) bool bForceChildFullWeightWhenBecomingRelevant;
/**
* if TRUE, do not blend when the Skeletal Mesh is not visible.
* Optimization to save on blending time when meshes are not rendered.
* Instant switch instead.
*/
var(Performance) bool bSkipBlendWhenNotRendered;
/** slider position, for animtree editor */
var const float SliderPosition;
/** ActiveChildIndex for use in editor only, to debug transitions */
var() editoronly INT EditorActiveChildIndex;
cpptext
{
// UObject interface
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
// AnimNode interface
virtual void InitAnim( USkeletalMeshComponent* meshComp, UAnimNodeBlendBase* Parent );
virtual void ResetAnimNodeToSource(UAnimNode *SourceNode);
virtual void TickAnim(FLOAT DeltaSeconds);
// AnimTree editor interface
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);
// AnimNodeBlendBase interface
virtual void OnAddChild(INT ChildNum);
virtual void OnRemoveChild(INT ChildNum);
// AnimNodeBlendList interface
/** Called after (copy/)pasted - reset values or re-link if needed**/
virtual void OnPaste();
}
native function SetActiveChild( INT ChildIndex, FLOAT BlendTime );
defaultproperties
{
bSkipBlendWhenNotRendered=TRUE
bForceChildFullWeightWhenBecomingRelevant=TRUE
Children(0)=(Name="Child1")
bFixNumChildren=FALSE
CategoryDesc = "BlendBy"
}