Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 |
/** * * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class UDKAnimBlendByFlying extends UDKAnimBlendBase native(Animation); //Order is important here (corresponds to blendlist node children) var const enum EFlyingState { Flying_NotFlying, Flying_OpeningWings, Flying_Flying, Flying_ClosingWings } FlyingState; /** Access to the flying pawn */ var UDKPawn Pawn; /** Access to the state of the flying animation */ var UDKAnimBlendBase FlyingMode; /** Access to the aim offset controlling flight direction */ var AnimNodeAimOffset FlyingDir; /** Does this pawn have a special start anim to play */ var() name StartingAnimName; var bool bHasStartingAnim; /** Does this pawn have a special end anim to play */ var() name EndingAnimName; var bool bHasEndingAnim; cpptext { virtual void TickAnim(FLOAT DeltaSeconds); void InitAnim(USkeletalMeshComponent* MeshComp, UAnimNodeBlendBase* Parent ); /** Notification to this blend that a child UAnimNodeSequence has reached the end and stopped playing. Not called if child has bLooping set to true or if user calls StopAnim. */ virtual void OnChildAnimEnd(UAnimNodeSequence* Child, FLOAT PlayedTime, FLOAT ExcessTime); void TestBlend(); } /** Force an update of the flying state now. */ native function UpdateFlyingState(); defaultproperties { Children(0)=(Name="Not Flying",Weight=0.8) Children(1)=(Name="Flying",Weight=0.2) bFixNumChildren=true StartingAnimName=Wings_Open EndingAnimName=Wings_Close } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |