59 lines
1.5 KiB
Ucode
59 lines
1.5 KiB
Ucode
/**
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class UDKAnimBlendByFlying extends UDKAnimBlendBase
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native(Animation);
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//Order is important here (corresponds to blendlist node children)
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var const enum EFlyingState
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{
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Flying_NotFlying,
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Flying_OpeningWings,
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Flying_Flying,
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Flying_ClosingWings
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} FlyingState;
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/** Access to the flying pawn */
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var UDKPawn Pawn;
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/** Access to the state of the flying animation */
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var UDKAnimBlendBase FlyingMode;
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/** Access to the aim offset controlling flight direction */
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var AnimNodeAimOffset FlyingDir;
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/** Does this pawn have a special start anim to play */
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var() name StartingAnimName;
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var bool bHasStartingAnim;
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/** Does this pawn have a special end anim to play */
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var() name EndingAnimName;
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var bool bHasEndingAnim;
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cpptext
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{
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virtual void TickAnim(FLOAT DeltaSeconds);
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void InitAnim(USkeletalMeshComponent* MeshComp, UAnimNodeBlendBase* Parent );
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/** Notification to this blend that a child UAnimNodeSequence has reached the end and stopped playing. Not called if child has bLooping set to true or if user calls StopAnim. */
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virtual void OnChildAnimEnd(UAnimNodeSequence* Child, FLOAT PlayedTime, FLOAT ExcessTime);
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void TestBlend();
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}
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/** Force an update of the flying state now. */
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native function UpdateFlyingState();
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defaultproperties
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{
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Children(0)=(Name="Not Flying",Weight=0.8)
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Children(1)=(Name="Flying",Weight=0.2)
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bFixNumChildren=true
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StartingAnimName=Wings_Open
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EndingAnimName=Wings_Close
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}
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