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class MaterialSequence extends Modifier editinlinenew hidecategories(Modifier) native; cpptext { virtual void PostEditChange(); virtual UBOOL CheckCircularReferences( TArray<class UMaterial*>& History ); virtual void PreSetMaterial(FLOAT TimeSeconds); virtual void Serialize(FArchive& Ar); #if IG_SHARED // ckline: support glow in material sequences virtual UBOOL IsGlowMaterial() { return (SequenceItems.Num() && SequenceItems(0).Material) ? SequenceItems(0).Material->IsGlowMaterial() : 0; } virtual UBOOL IsBumpMapped() { return (SequenceItems.Num() && SequenceItems(0).Material) ? SequenceItems(0).Material->IsBumpMapped() : 0; } #endif } enum EMaterialSequenceAction { MSA_ShowMaterial, MSA_FadeToMaterial, }; struct native MaterialSequenceItem { var() editinlineuse Material Material; var() float Time; var() EMaterialSequenceAction Action; }; enum EMaterialSequenceTriggerActon { MSTA_Ignore, MSTA_Reset, MSTA_Pause, MSTA_Stop, }; var() array<MaterialSequenceItem> SequenceItems; var() EMaterialSequenceTriggerActon TriggerAction; var() bool Loop; var() bool Paused; var transient float CurrentTime; var transient float LastTime; var float TotalTime; function Reset() { CurrentTime = 0; LastTime = 0; Paused = default.Paused; } function Trigger( Actor Other, Actor EventInstigator ) { switch(TriggerAction) { case MSTA_Reset: CurrentTime = 0; LastTime = 0; break; case MSTA_Pause: Paused = !Paused; break; case MSTA_Stop: Paused = True; break; } } defaultproperties { Loop=True TriggerAction=MSTA_Ignore //#if IG_RENDERER // rowan: set Materialtype for quick casts MaterialType = MT_MaterialSequence //#endif } |
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