47 lines
1.3 KiB
Ucode
47 lines
1.3 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class SeqAct_SetFloat extends SeqAct_SetSequenceVariable
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native(Sequence);
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cpptext
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{
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void Activated()
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{
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// assign the new value
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Target = 0.f;
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for( INT ValueIdx = 0; ValueIdx < Value.Num(); ++ValueIdx)
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{
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Target += Value(ValueIdx);
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}
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}
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};
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/** Target property use to write to */
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var float Target;
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/** Value to apply */
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var() array<float> Value<autocomment=true>;
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/**
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* Return the version number for this class. Child classes should increment this method by calling Super then adding
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* a individual class version to the result. When a class is first created, the number should be 0; each time one of the
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* link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of
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* Super.GetObjClassVersion() should be incremented by 1.
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*
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* @return the version number for this specific class.
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*/
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static event int GetObjClassVersion()
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{
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return Super.GetObjClassVersion() + 1;
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}
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defaultproperties
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{
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ObjName="Float"
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VariableLinks.Empty
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VariableLinks(0)=(ExpectedType=class'SeqVar_Float',LinkDesc="Value",PropertyName=Value)
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VariableLinks(1)=(ExpectedType=class'SeqVar_Float',LinkDesc="Target",bWriteable=true,PropertyName=Target)
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}
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