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class TsMojoAction extends Core.Object abstract native; import class Engine.Actor; // The Actor object we are manipulating. This member is set by the native framework var const transient actor Actor; /////////////////////////////////////////////////////////////////////////////////////////////////////// // noexport vars (declared in UTsMojoAction.h). Must go after UC vars, and the sizeof this var block // must match the sizeof vars added in the C++ header // // NOTE: bool defs must NOT be placed sequentially, or else uscript will pack them into a single 4 byte // block, causing the uscript class size to mismatch the C++ defs /////////////////////////////////////////////////////////////////////////////////////////////////////// var const transient private noexport bool m_skip_action; var const transient private noexport Object m_source_key; var const transient private noexport Object m_output_key; var const transient private noexport Object m_group; var const transient private noexport float m_start_time; var const transient private noexport float m_offset; var const transient private noexport float m_predicted_start_time; var const transient private noexport float m_recorded_length; var const transient private noexport bool m_length_dirty; var const transient private noexport Array<TsMojoAction> m_subaction_list; var const transient private noexport float m_subaction_offset; var const transient private noexport TsMojoAction m_subaction_parent; var const transient private noexport int m_subaction_track; /////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////// // Extended property defs // --------------------------------------------------------------------------------------------------- // These properties are scanned for by the mojo tool, and when found, an extended editing interface is // exposed /////////////////////////////////////////////////////////////////////////////////////////////////////// struct native MojoKeyframe { var() vector position; var() rotator rotation; }; struct native MojoTimedKeyframe { var() vector position; var() rotator rotation; var() float time; }; struct native MojoAnimation { var() name name; var() name animation_set; }; struct native MojoActorRef { var() name name; var transient Actor actor; }; function final MojoActorRef ResolveActorRef(MojoActorRef ref) { local Actor find_actor; ref.actor = None; ForEach Actor.AllActors(class'Actor', find_actor) { if (find_actor.name == ref.name) { ref.actor = find_actor; break; } } return ref; } /////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////// // Base interface /////////////////////////////////////////////////////////////////////////////////////////////////////// event bool Start(); event bool Tick(float delta); event Finish(); event bool EndCutscene() { return false; } /////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////// // Editor Interface /////////////////////////////////////////////////////////////////////////////////////////////////////// // we provide some default strings, or else the event calls will fail on FindFunctionChecked event string GetNameString() { return "action"; } event string GetTrackString() { return "track"; } event string GetHelpString() { return "help me, i'm a fish"; } event string GetSummaryString() { return "nothing"; } // used to filter actions so that not all actions appear on all actors event bool CanBeUsedWith(Actor actor) { return true; } // used to find actions that can be skipped during fastforward event bool CanFastForwardSkip() { return false; } // indicates we can set the actions duration directly event bool CanSetDuration() { return false; } // can be used to determine if an action will move an actor event bool ModifiesActorLocation() { return false; } // indicates the action should not play in mojo (eg for change level actions) event bool DisableActionInMojo() { return false; } // indicates the action is a subaction, to be kept in lockstep with some other action event bool IsSubaction() { return false; } // indicates that the action can accept subactions event bool CanAcceptSubactions() { return true; } // indicates that output keys can be created from this action event bool CanGenerateOutputKeys() { return true; } // OnDelete // Called by the mojo UI when it deletes the action event OnDelete() { } event Interrupt() {} event Pause() {} event Resume() {} event bool SetDuration(float duration) { return false; } event float GetDuration() { return -1; } /////////////////////////////////////////////////////////////////////////////////////////////////////// |
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