82 lines
2.1 KiB
Ucode
82 lines
2.1 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class UDKAnimBlendByWeapon extends AnimNodeBlendPerBone
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native(Animation);
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/** Is this weapon playing a looped anim */
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var(Animation) bool bLooping;
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/** If set, after the fire anim completes this anim is looped instead of looping the fire anim */
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var(Animation) name LoopingAnim;
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/** Blend Times */
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var(Animation) float BlendTime;
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cpptext
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{
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virtual void OnChildAnimEnd(UAnimNodeSequence* Child, FLOAT PlayedTime, FLOAT ExcessTime);
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}
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/** Call to trigger the fire sequence. It will blend to the fire animation.
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If bAutoFire is specified, if LoopSequence is 'None' or unspecified, FireSequence will be looped, otherwise FireSequence
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will be played once and LoopSequence will be looped after that */
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function AnimFire(name FireSequence, bool bAutoFire, optional float AnimRate, optional float SpecialBlendTime, optional name LoopSequence = LoopingAnim)
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{
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local AnimNodeSequence FireNode;
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// Fix the rate
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if (AnimRate == 0)
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{
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AnimRate = 1.0;
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}
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if (SpecialBlendTime == 0.0f)
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{
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SpecialBlendtime = BlendTime;
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}
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// Activate the child node
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SetBlendTarget(1, SpecialBlendtime);
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// Restart the sequence
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FireNode = AnimNodeSequence(Children[1].Anim);
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if (FireNode != None)
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{
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FireNode.SetAnim(FireSequence);
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FireNode.PlayAnim(bAutoFire && LoopSequence == 'None', AnimRate);
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}
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bLooping = bAutoFire;
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LoopingAnim = LoopSequence;
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}
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/** Blends out the fire animation
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This event is called automatically for non-looping fire animations; otherwise it must be called manually */
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event AnimStopFire(optional float SpecialBlendTime)
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{
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local AnimNodeSequence FireNode;
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if (SpecialBlendTime == 0.0f)
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{
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SpecialBlendTime = BlendTime;
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}
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SetBlendTarget(0, SpecialBlendTime);
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FireNode = AnimNodeSequence(Children[1].Anim);
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if (FireNode != None)
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{
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FireNode.StopAnim();
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}
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bLooping = false;
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}
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defaultproperties
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{
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BlendTime=0.15
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Children(0)=(Name="Not-Firing",Weight=1.0)
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Children(1)=(Name="Firing")
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bFixNumChildren=true
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}
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