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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.UIRoot | +-- Engine.UIAnimation
UIAnimationSeq
Constants Summary |
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Inherited Contants from Core.Object |
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DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
Variables Summary |
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Inherited Variables from Engine.UIRoot |
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CurrentMenuState, ModifierStack |
Inherited Variables from Core.Object |
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Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
Enumerations Summary | ||
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EUIAnimNotifyType EANT_WidgetFunction, EANT_SceneFunction, EANT_KismetEvent, EANT_Sound, | ||
EUIAnimType EAT_None, EAT_Position, EAT_RelPosition, EAT_Rotation, EAT_RelRotation, EAT_Color, EAT_Opacity, EAT_Visibility, EAT_Scale, EAT_Left, EAT_Top, EAT_Right, EAT_Bottom, EAT_MAX |
Inherited Enumerations from Core.Object |
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EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
Structures Summary | ||
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UIAnimationKeyFrame TimeMark, Data | ||
UIAnimationNotify NotifyType, NotifyName | ||
UIAnimationRawData DestAsFloat, DestAsColor, DestAsRotator, DestAsVector, DestAsNotify | ||
UIAnimSeqRef SeqRef, PlaybackRate, AnimTime, bIsPlaying, bIsLooping, LoopCount, InitialRenderOffset, InitialRotation | ||
UIAnimTrack TrackType, TrackWidgetTag, KeyFrames, TargetWidget |
Functions Summary |
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Enumerations Detail |
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The different type of notification events
EAT_None, EAT_Position, EAT_RelPosition, EAT_Rotation, EAT_RelRotation, EAT_Color, EAT_Opacity, EAT_Visibility, EAT_Scale, EAT_Left, EAT_Top, EAT_Right, EAT_Bottom, EAT_MAX};
Structures Detail |
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UTUIAnimationKeyFrames are a collection of 1 or more UTUIAnimationOps that will be applied to a given widget.
Data:This holds the array of AnimationOps that will be applied to this WidgetTimeMark:This is the timemark where this frame is fully in effect. Note Timemark is
Holds information about a given notify
NotifyName:Holds the name of the function to call or UI sound to play
var LinearColor DestAsColor;};
var float DestAsFloat;
var UIAnimationNotify DestAsNotify;
var Rotator DestAsRotator;
var Vector DestAsVector;
We don't have unions in script so we burn a little more space than I would like. Which value will be used depends on the OpType.
var float AnimTime;};
var bool bIsLooping;
var bool bIsPlaying;
var vector InitialRenderOffset;
var rotator InitialRotation;
var int LoopCount;
var float PlaybackRate;
var UIAnimationSeq SeqRef;
Holds a reference to an animation Sequence
AnimTime:How long have we been playingbIsLooping:This animation is loopingbIsPlaying:This animation is playingInitialRenderOffset:Initial rendering offset before any animation has occurred.InitialRotation:Initial rotation before any animation has occurred.LoopCount:Holds a count of the # of times this animation has looped.PlaybackRate:How fast are we playing this backSeqRef:The Template to use
var array<UIAnimationKeyFrame> KeyFrames;};
var transient UIObject TargetWidget;
var EUIAnimType TrackType;
var name TrackWidgetTag;
This defines a single animation track. Each track will animation only a single type of data.
KeyFrames:Holds the actual key frame dataTargetWidget:The widget we are being applied to if it's not the currentTrackType:The type of animation date contained in this trackTrackWidgetTag:Which child widget does this track affect. Can be NAME_None
Defaultproperties |
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defaultproperties { Name="Default__UIAnimation" ObjectArchetype=UIRoot'Engine.Default__UIRoot' } |
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