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# MojoActions.TsActionKeyframeInterpolate

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    class TsActionKeyframeInterpolate extends TsActionInterpolateBase
    	native;

    var(Action) float duration;
    var(Action) float ease_in_time;
    var(Action) float ease_out_time;
    var(Action) bool snap_to_first_key;
    var(Action) bool use_linear_rotation;

    var(keys) array<MojoKeyframe> keys;

    var(LookAt) enum LookAtType
    {
    	LOOKAT_UseKeyframe,
    	LOOKAT_Actor,
    	LOOKAT_Point,
    } look_at_type;
    var(LookAt) MojoKeyframe look_at_point;
    var(LookAt) MojoActorRef look_at_actor;
    var(LookAt) float look_at_ease_time;

    var float cur_time;

    ///////////////////////////////////////////////////////////////////////////////
    // constants used by native interpolation
    ///////////////////////////////////////////////////////////////////////////////

    var const int	cur_key;
    var const float src_key_distance;
    var const float dest_key_distance;
    var const transient noexport int spline; // native spline class

    native function CalculateConstants(vector initial_pos, rotator initial_rot);
    native function bool UpdateCurrentKeyframePos(float time);

    function bool OnStart()
    {
    	if (keys.Length == 0 || duration <= 0)
    		return false;

    	cur_time = 0;

    	if (look_at_type == LOOKAT_Actor)
    	{
    		look_at_actor = ResolveActorRef(look_at_actor);
    		if (look_at_actor.actor == None)
    			Log("TsActionKeyframeInterpolate: Warning, unable to resolve look_at_actor, "$look_at_actor.name);
    	}

    	CalculateConstants(Actor.Location, Actor.Rotation);
    	StartActorInterpolation();

    	return true;
    }

    function bool OnTick(float delta)
    {
    	local bool still_active;

    	cur_time += delta;
    	still_active = UpdateCurrentKeyframePos(cur_time);
    	ApplyCurrentKeyframePos();

    	return still_active;
    }

    function OnFinish()
    {
    	FinishActorInterpolation();
    }

    event bool SetDuration(float _duration)
    {
    	duration = _duration;
    	return true;
    }

    event float GetDuration()
    {
    	return Duration;
    }

    defaultproperties
    {
    	DName				="Path Interpolate"
    	Track				="Position"
    	Help				="Interpolate an object at constant velocity along a path"
    	UsesDuration		=true

    	duration		= 4.0f;
    	ease_in_time	= 0.0f;
    	ease_out_time	= 0.0f;
    	snap_to_first_key = false;
    }

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Class file time: ne 5.9.2004 15:53:36.000 - Creation time: st 23.5.2018 00:10:49.307 - Created with UnCodeX