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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class UDKAnimBlendByWeapon extends AnimNodeBlendPerBone native(Animation); /** Is this weapon playing a looped anim */ var(Animation) bool bLooping; /** If set, after the fire anim completes this anim is looped instead of looping the fire anim */ var(Animation) name LoopingAnim; /** Blend Times */ var(Animation) float BlendTime; cpptext { virtual void OnChildAnimEnd(UAnimNodeSequence* Child, FLOAT PlayedTime, FLOAT ExcessTime); } /** Call to trigger the fire sequence. It will blend to the fire animation. If bAutoFire is specified, if LoopSequence is 'None' or unspecified, FireSequence will be looped, otherwise FireSequence will be played once and LoopSequence will be looped after that */ function AnimFire(name FireSequence, bool bAutoFire, optional float AnimRate, optional float SpecialBlendTime, optional name LoopSequence = LoopingAnim) { local AnimNodeSequence FireNode; // Fix the rate if (AnimRate == 0) { AnimRate = 1.0; } if (SpecialBlendTime == 0.0f) { SpecialBlendtime = BlendTime; } // Activate the child node SetBlendTarget(1, SpecialBlendtime); // Restart the sequence FireNode = AnimNodeSequence(Children[1].Anim); if (FireNode != None) { FireNode.SetAnim(FireSequence); FireNode.PlayAnim(bAutoFire && LoopSequence == 'None', AnimRate); } bLooping = bAutoFire; LoopingAnim = LoopSequence; } /** Blends out the fire animation This event is called automatically for non-looping fire animations; otherwise it must be called manually */ event AnimStopFire(optional float SpecialBlendTime) { local AnimNodeSequence FireNode; if (SpecialBlendTime == 0.0f) { SpecialBlendTime = BlendTime; } SetBlendTarget(0, SpecialBlendTime); FireNode = AnimNodeSequence(Children[1].Anim); if (FireNode != None) { FireNode.StopAnim(); } bLooping = false; } defaultproperties { BlendTime=0.15 Children(0)=(Name="Not-Firing",Weight=1.0) Children(1)=(Name="Firing") bFixNumChildren=true } |
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