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/** * This event is activated when a scene is opened. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UIEvent_SceneActivated extends UIEvent_Scene; /** * True if the scene has just been activated; FALSE if the scene is becoming active as a result of closing another scene. */ var bool bInitialActivation; /** * Called when this event is deactivated. * * This version disables all output links if the container scene is invalid or is no * longer in the scene client's active scenes array. */ event DeActivated() { local int i; local UIScene OwnerScene; Super.DeActivated(); // find the scene that contains this event OwnerScene = GetOwnerScene(); if ( OwnerScene == None || !OwnerScene.IsSceneActive() ) { // if we don't have an owner scene, or it is no longer part of the scene client's active scenes, disable this // event's output links as any action linked to a "Scene Opened" event will probably need to perform work that is dangerous // if the scene is no longer active for ( i = 0; i < OutputLinks.Length; i++ ) { OutputLinks[i].bHasImpulse = false; } if ( OwnerScene == None ) { ScriptLog("Disabling" @ Class.Name @ PathName(Self) @ "because containing scene is None"); LogInternal("Disabling" @ Class.Name @ PathName(Self) @ "because containing scene is None",'DevUI'); } else { ScriptLog("Disabling" @ Class.Name @ PathName(Self) @ "because containing scene" @ OwnerScene.SceneTag @ "is no longer active"); LogInternal("Disabling" @ Class.Name @ PathName(Self) @ "because containing scene" @ OwnerScene.SceneTag @ "is no longer active",'DevUI'); } } } defaultproperties { VariableLinks(3)=(ExpectedType=Class'Engine.SeqVar_Bool',LinkDesc="Initial Activation",PropertyName="bInitialActivation",bWriteable=True,bHidden=True,MinVars=1,MaxVars=255) ObjClassVersion=3 ObjPosX=48 ObjPosY=216 ObjName="Scene Opened" Name="Default__UIEvent_SceneActivated" ObjectArchetype=UIEvent_Scene'Engine.Default__UIEvent_Scene' } |
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