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/** * An ObjectList Var is derived from the SeqVar_Object Variable so it may be used * by Actions as if it were just another ObjectVar. For Actions that modify * a pointed to ObjectVar Kismet object when in fact they are pointing to an * ObjectList, the behavior will be semi undefined and probably will not do what * they expect. * * For Actions that take a set of pointed to ObjectVars and then do an action * TO the actual UObject (e.g. an ExampleGamePawn), then the ObjectList will * return the set of Objects it has and the action will just work. * * Also, SeqVar_ObjectList objects are not persistent. ObjectLists (for now) are * meant to be runtime list storage. * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class SeqVar_ObjectList extends SeqVar_Object native(Sequence); cpptext { virtual void OnCreated(); // we need to see how to export arrays here, let's look at inventory virtual void OnExport(); virtual UObject** GetObjectRef( INT Idx ); virtual FString GetValueStr(); // USequenceVariable interface virtual void DrawExtraInfo(FCanvas* Canvas, const FVector& CircleCenter); virtual UBOOL SupportsProperty(UProperty *Property) { return FALSE; } virtual void PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent); } /** this is our list of objects which this kismet variable holds **/ var() array<Object> ObjList; function Object GetObjectValue() { return (ObjList.length > 0) ? ObjList[0] : None; } function SetObjectValue(Object NewValue) { ObjList[0] = NewValue; } defaultproperties { ObjName="Object List" ObjCategory="Object" ObjColor=(R=102,G=0,B=102,A=255) // dark purple } |
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