120 lines
4.8 KiB
Ucode
120 lines
4.8 KiB
Ucode
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/**
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* CameraAnim: defines a pre-packaged animation to be played on a camera.
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class CameraAnimInst extends Object
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notplaceable
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native(Camera);
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/** which CameraAnim this is an instance of */
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var CameraAnim CamAnim;
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/** the InterpGroupInst used to do the interpolation */
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var protected instanced InterpGroupInst InterpGroupInst;
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/** Current time for the animation */
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var protected transient float CurTime;
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/** True if the animation should loop, false otherwise. */
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var protected transient bool bLooping;
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/** True if the animation has finished, false otherwise. */
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var transient bool bFinished;
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/** True if it's ok for the system to auto-release this instance upon completion. */
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var transient bool bAutoReleaseWhenFinished;
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/** Time to interpolate in from zero, for smooth starts. */
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var protected float BlendInTime;
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/** Time to interpolate out to zero, for smooth finishes. */
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var protected float BlendOutTime;
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/** True if currently blending in. */
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var protected transient bool bBlendingIn;
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/** True if currently blending out. */
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var protected transient bool bBlendingOut;
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/** Current time for the blend-in. I.e. how long we have been blending. */
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var protected transient float CurBlendInTime;
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/** Current time for the blend-out. I.e. how long we have been blending. */
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var protected transient float CurBlendOutTime;
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/** Multiplier for playback rate. 1.0 = normal. */
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var protected float PlayRate;
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/** "Intensity" scalar. This is the scale at which the anim was first played. */
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var float BasePlayScale;
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/** A supplemental scale factor, allowing external systems to scale this anim as necessary. This is reset to 1.f each frame. */
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var float TransientScaleModifier;
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/* Number in range [0..1], controlling how much this influence this instance should have. */
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var float CurrentBlendWeight;
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/** How much longer to play the anim, if a specific duration is desired. Has no effect if 0. */
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var protected transient float RemainingTime;
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/** cached movement track from the currently playing anim so we don't have to go find it every frame */
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var transient InterpTrackMove MoveTrack;
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var transient InterpTrackInstMove MoveInst;
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/** Ref to the AnimNodeSequence that's instigating this anim. Can be None. */
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var protected transient AnimNodeSequence SourceAnimNode;
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var protectedwrite ECameraAnimPlaySpace PlaySpace;
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/** The user-defined space for CAPS_UserDefined */
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var transient matrix UserPlaySpaceMatrix;
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/** PP settings stored for this inst, to be applied at the proper time */
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var transient PostProcessSettings LastPPSettings;
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var transient float LastPPSettingsAlpha;
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/** Camera Anim debug variable to trace back to previous location **/
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var transient vector LastCameraLoc;
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cpptext
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{
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void RegisterAnimNode(class UAnimNodeSequence* AnimNode);
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};
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/**
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* Starts this instance playing the specified CameraAnim.
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*
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* CamAnim: The animation that should play on this instance.
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* CamActor: The Actor that will be modified by this animation.
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* InRate: How fast to play the animation. 1.f is normal.
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* InScale: How intense to play the animation. 1.f is normal.
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* InBlendInTime: Time over which to linearly ramp in.
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* InBlendInTime: Time over which to linearly ramp out.
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* bInLoop: Whether or not to loop the animation.
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* bRandomStartTime: Whether or not to choose a random time to start playing. Only really makes sense for bLoop = TRUE;
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* Duration: optional specific playtime for this animation. This is total time, including blends.
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*/
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native final function Play(CameraAnim Anim, Actor CamActor, float InRate, float InScale, float InBlendInTime, float InBlendOutTime, bool bInLoop, bool bRandomStartTime, optional float Duration);
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/** Update this instance with new parameters. */
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native final function Update(float NewRate, float NewScale, float NewBlendInTime, float NewBlendOutTime, optional float NewDuration);
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/** advances the animation by the specified time - updates any modified interp properties, moves the group actor, etc */
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native final function AdvanceAnim(float DeltaTime, bool bJump);
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/** Stops this instance playing whatever animation it is playing. */
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native final function Stop(optional bool bImmediate);
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/** Applies given scaling factor to the playing animation for the next update only. */
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native final function ApplyTransientScaling(float Scalar);
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/** Sets this anim to play in an alternate playspace */
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native final function SetPlaySpace(ECameraAnimPlaySpace NewSpace, optional rotator UserPlaySpace);
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defaultproperties
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{
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bFinished=true
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bAutoReleaseWhenFinished=true
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PlayRate=1.f
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TransientScaleModifier=1.f
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PlaySpace=CAPS_CameraLocal
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Begin Object Class=InterpGroupInst Name=InterpGroupInst0
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End Object
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InterpGroupInst=InterpGroupInst0
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}
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