57 lines
1.5 KiB
Ucode
57 lines
1.5 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_ActivateRemoteEvent extends SequenceAction
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native(Sequence);
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cpptext
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{
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public:
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void Activated();
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virtual void UpdateStatus();
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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#if WITH_EDITOR
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virtual void DrawExtraInfo(FCanvas* Canvas, const FVector& BoxCenter);
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protected:
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FString GetDisplayTitle() const;
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#endif
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}
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/** Instigator to use in the event */
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var() Actor Instigator;
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/** Name of the event to activate */
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var() Name EventName;
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/** For use in Kismet, to indicate if this variable is ok. Updated in UpdateStatus. */
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var transient bool bStatusIsOk;
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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() + 2;
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}
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defaultproperties
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{
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ObjName="Activate Remote Event"
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ObjCategory="Event"
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EventName=DefaultEvent
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OutputLinks.Empty
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OutputLinks(0)=(LinkDesc="Out")
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VariableLinks.Empty
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VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Instigator",PropertyName=Instigator)
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}
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