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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class SeqVar_Object extends SequenceVariable native(Sequence); cpptext { virtual UObject** GetObjectRef( INT Idx ) { if( Idx != 0 ) { return NULL; } return &ObjValue; } virtual FVector* GetRef(); virtual FString GetValueStr() { return FString::Printf(TEXT("%s"),ObjValue!=NULL?*ObjValue->GetName():TEXT("???")); } virtual void OnExport() { ObjValue = NULL; } // USequenceVariable interface virtual void DrawExtraInfo(FCanvas* Canvas, const FVector& CircleCenter); virtual UBOOL SupportsProperty(UProperty *Property) { return (Property->IsA(UObjectProperty::StaticClass()) || (Property->IsA(UArrayProperty::StaticClass()) && ((UArrayProperty*)Property)->Inner->IsA(UObjectProperty::StaticClass()))); } virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); virtual void PublishValue(USequenceOp *Op, UProperty *Property, FSeqVarLink &VarLink); virtual void PopulateValue(USequenceOp *Op, UProperty *Property, FSeqVarLink &VarLink); } var() protected Object ObjValue; /** Local copy of the actor location, used as a dummy when treating an Actor as a vector, to prevent accidental writes to the Actor location */ var transient vector ActorLocation; var const array<class<Object> > SupportedClasses; /** returns the object this variable is currently pointing to * if this variable represents a list of objects, only returns the first one */ function Object GetObjectValue() { return ObjValue; } /** sets the object this variable points to */ function SetObjectValue(Object NewValue) { ObjValue = NewValue; } defaultproperties { ObjName="Object" ObjCategory="Object" ObjColor=(R=255,G=0,B=255,A=255) // purple SupportedClasses=(class'Object') } |
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