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 |
/** * This is a basic action that supports latent execution on actors. It will * remain active by default until all targeted actors have either finished the * latent behavior, or have been destroyed. * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class SeqAct_Latent extends SequenceAction abstract native(Sequence); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** List of all actors currently performing this op */ var array<Actor> LatentActors; /** Indicates whether or not this latent action has been aborted */ var bool bAborted; /** * Allows an actor to abort this current latent action, forcing * the Aborted output link to be activated instead of the default * one on normal completion. * * @param latentActor - actor aborting the latent action */ native function AbortFor(Actor latentActor); /** script tick interface * the action deactivates when this function returns false and LatentActors is empty * @return whether the action needs to keep ticking */ event bool Update(float DeltaTime); defaultproperties { bLatentExecution=True OutputLinks(0)=(LinkDesc="Finished") OutputLinks(1)=(LinkDesc="Aborted") ObjName="Undefined Latent" ObjColor=(B=0,G=128,R=128,A=255) Name="Default__SeqAct_Latent" ObjectArchetype=SequenceAction'Engine.Default__SequenceAction' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |