1
0
KF2-Dev-Scripts/Engine/Classes/SeqVar_Named.uc
2020-12-13 18:01:13 +03:00

54 lines
1.8 KiB
Ucode

class SeqVar_Named extends SequenceVariable
hidecategories(SequenceVariable)
native(Sequence);
/**
* This is a special type of variable that can be used to connect to a variable anywhere in the level sequence.
* When play begins, it will search up parent sequences to find a variable of the corresponding type whose name matches FindVarName and connect to it.
* This makes it easy to have one instance of a variable that is used in many places throughout sequences without complex wiring through many layers.
* Similar to a global variable in C++.
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
cpptext
{
// UObject interface
virtual void PostLoad();
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
// SequenceObject interface
virtual void OnConnect(USequenceObject *connObj,INT connIdx);
/**
* Returns whether this SequenceObject can exist in a sequence without being linked to anything else (i.e. does not require
* another sequence object to activate it)
*/
virtual UBOOL IsStandalone() const { return TRUE; }
// SequenceVariable interface
virtual FString GetValueStr();
#if WITH_EDITOR
virtual void DrawExtraInfo(FCanvas* Canvas, const FVector& CircleCenter);
#endif
// SeqVar_Named interface
void UpdateStatus();
virtual UBOOL ValidateVarLinks();
}
/** Class that this variable will act as. Set automatically when connected to a SequenceOp variable connector. */
var() class<SequenceVariable> ExpectedType;
/** Will search entire level's sequences (ie all subsequences) to find a variable whose VarName matches FindVarName. */
var() Name FindVarName;
/** For use in Kismet, to indicate if this variable is ok. Updated in UpdateStatus. */
var transient bool bStatusIsOk;
defaultproperties
{
ObjName="Named Variable"
}