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class TsActionKeyframeInterpolate extends TsActionInterpolateBase native; var(Action) float duration; var(Action) float ease_in_time; var(Action) float ease_out_time; var(Action) bool snap_to_first_key; var(Action) bool use_linear_rotation; var(keys) array<MojoKeyframe> keys; var(LookAt) enum LookAtType { LOOKAT_UseKeyframe, LOOKAT_Actor, LOOKAT_Point, } look_at_type; var(LookAt) MojoKeyframe look_at_point; var(LookAt) MojoActorRef look_at_actor; var(LookAt) float look_at_ease_time; var float cur_time; /////////////////////////////////////////////////////////////////////////////// // constants used by native interpolation /////////////////////////////////////////////////////////////////////////////// var const int cur_key; var const float src_key_distance; var const float dest_key_distance; var const transient noexport int spline; // native spline class native function CalculateConstants(vector initial_pos, rotator initial_rot); native function bool UpdateCurrentKeyframePos(float time); function bool OnStart() { if (keys.Length == 0 || duration <= 0) return false; cur_time = 0; if (look_at_type == LOOKAT_Actor) { look_at_actor = ResolveActorRef(look_at_actor); if (look_at_actor.actor == None) Log("TsActionKeyframeInterpolate: Warning, unable to resolve look_at_actor, "$look_at_actor.name); } CalculateConstants(Actor.Location, Actor.Rotation); StartActorInterpolation(); return true; } function bool OnTick(float delta) { local bool still_active; cur_time += delta; still_active = UpdateCurrentKeyframePos(cur_time); ApplyCurrentKeyframePos(); return still_active; } function OnFinish() { FinishActorInterpolation(); } event bool SetDuration(float _duration) { duration = _duration; return true; } event float GetDuration() { return Duration; } defaultproperties { DName ="Path Interpolate" Track ="Position" Help ="Interpolate an object at constant velocity along a path" UsesDuration =true duration = 4.0f; ease_in_time = 0.0f; ease_out_time = 0.0f; snap_to_first_key = false; } |
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