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/** * CameraAnim: defines a pre-packaged animation to be played on a camera. * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class CameraAnimInst extends Object notplaceable native; /** which CameraAnim this is an instance of */ var CameraAnim CamAnim; /** the InterpGroupInst used to do the interpolation */ var protected instanced InterpGroupInst InterpGroupInst; /** Current time for the animation */ var protected transient float CurTime; /** True if the animation should loop, false otherwise. */ var protected transient bool bLooping; /** True if the animation has finished, false otherwise. */ var transient bool bFinished; /** Time to interpolate in from zero, for smooth starts. */ var protected float BlendInTime; /** Time to interpolate out to zero, for smooth finishes. */ var protected float BlendOutTime; /** True if currently blending in. */ var protected transient bool bBlendingIn; /** True if currently blending out. */ var protected transient bool bBlendingOut; /** Current time for the blend-in. I.e. how long we have been blending. */ var protected transient float CurBlendInTime; /** Current time for the blend-out. I.e. how long we have been blending. */ var protected transient float CurBlendOutTime; /** Multiplier for playback rate. 1.0 = normal. */ var protected float PlayRate; /** "Intensity" scalar. */ var float PlayScale; /* Number in range [0..1], controlling how much this influence this instance should have. */ var float CurrentBlendWeight; /** cached movement track from the currently playing anim so we don't have to go find it every frame */ var InterpTrackMove MoveTrack; var InterpTrackInstMove MoveInst; /** * Starts this instance playing the specified CameraAnim. * * CamAnim: The animation that should play on this instance. * CamActor: The Actor that will be modified by this animation. * InRate: How fast to play the animation. 1.f is normal. * InScale: How intense to play the animation. 1.f is normal. * InBlendInTime: Time over which to linearly ramp in. * InBlendInTime: Time over which to linearly ramp out. * bInLoop: Whether or not to loop the animation. * bRandomStartTime: Whether or not to choose a random time to start playing. Only really makes sense for bLoop = TRUE; */ native final function Play(CameraAnim Anim, Actor CamActor, float InRate, float InScale, float InBlendInTime, float InBlendOutTime, bool bInLoop, bool bRandomStartTime); /** advances the animation by the specified time - updates any modified interp properties, moves the group actor, etc */ native function AdvanceAnim(float DeltaTime, bool bJump); /** Stops this instance playing whatever animation it is playing. */ native final function Stop(optional bool bImmediate); defaultproperties { Begin Object Class=InterpGroupInst Name=InterpGroupInst0 ObjName=InterpGroupInst0 Archetype=InterpGroupInst'Engine.Default__InterpGroupInst' Name="InterpGroupInst0" ObjectArchetype=InterpGroupInst'Engine.Default__InterpGroupInst' End Object InterpGroupInst=InterpGroupInst'Engine.Default__CameraAnimInst:InterpGroupInst0' PlayRate=1.000000 Name="Default__CameraAnimInst" ObjectArchetype=Object'Core.Default__Object' } |
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