85 lines
2.4 KiB
Ucode
85 lines
2.4 KiB
Ucode
/**
|
|
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
|
|
*/
|
|
class InterpGroupInstAI extends InterpGroupInst
|
|
native(Interpolation);
|
|
|
|
/**
|
|
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
|
|
*
|
|
*
|
|
* An instance of an InterpGroup for a particular Actor. There may be multiple InterpGroupInsts for a single
|
|
* InterpGroup in the InterpData, if multiple Actors are connected to the same InterpGroup.
|
|
* The Outer of an InterpGroupInst is the SeqAct_Interp
|
|
*/
|
|
|
|
cpptext
|
|
{
|
|
/**
|
|
* Returns the Actor that this GroupInstance is working on.
|
|
* Should use this instead of just referencing GroupActor, as it check bDeleteMe for you.
|
|
*/
|
|
virtual AActor* GetGroupActor();
|
|
|
|
virtual UBOOL HasActor(AActor * InActor);
|
|
|
|
/**
|
|
* Initialze this Group instance. Called from USeqAct_Interp::InitInterp before doing any interpolation.
|
|
* Save the Actor for the group and creates any needed InterpTrackInsts
|
|
*/
|
|
virtual void InitGroupInst( UInterpGroup* InGroup, AActor* InGroupActor );
|
|
|
|
/**
|
|
* Initialze this Group instance from Seq Variable
|
|
*/
|
|
void UpdatePreviewPawnFromSeqVarCharacter( UInterpGroup* InGroup, const USeqVar_Character* InGroupObject );
|
|
|
|
/**
|
|
* Create Preview Pawn/Destroy Preview Pawn
|
|
*/
|
|
void CreatePreviewPawn();
|
|
void DestroyPreviewPawn();
|
|
|
|
/**
|
|
* Get Stage Mark Actor ground position & rotation
|
|
*/
|
|
FVector GetStageMarkPosition(FRotator* Rotation = NULL);
|
|
|
|
/**
|
|
* Update Stage Mark Group Actor
|
|
*/
|
|
void UpdateStageMarkGroupActor(USeqAct_Interp * Seq);
|
|
|
|
|
|
/**
|
|
* Called when done with interpolation sequence. Cleans up InterpTrackInsts etc.
|
|
* Do not do anything further with the Interpolation after this.
|
|
*/
|
|
virtual void TermGroupInst(UBOOL bDeleteTrackInst);
|
|
|
|
/**
|
|
* Update Physics state if it includes Movement Track
|
|
* Or terminate if bInit = FALSE
|
|
*/
|
|
void UpdatePhysics(UBOOL bInit);
|
|
}
|
|
|
|
/** Cache data to AIGroup **/
|
|
var transient InterpGroupAI AIGroup;
|
|
|
|
/** Saved Physics state to go back to **/
|
|
var EPhysics SavedPhysics;
|
|
var bool bSavedNoEncroachCheck;
|
|
var bool bSavedCollideActors;
|
|
var bool bSavedBlockActors;
|
|
|
|
/** Preview Pawn for only editor - in game it should be AI **/
|
|
var editoronly transient Pawn PreviewPawn;
|
|
|
|
/** Stage Mark Actor - from StageMark Group **/
|
|
var transient Actor StageMarkActor;
|
|
|
|
defaultproperties
|
|
{
|
|
}
|