Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

# Engine.MaterialSequence

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
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085

    class MaterialSequence extends Modifier
    	editinlinenew
    	hidecategories(Modifier)
    	native;

    cpptext
    {
    	virtual void PostEditChange();
    	virtual UBOOL CheckCircularReferences( TArray<class UMaterial*>& History );
    	virtual void PreSetMaterial(FLOAT TimeSeconds);
    	virtual void Serialize(FArchive& Ar);
    #if IG_SHARED // ckline: support glow in material sequences
        virtual UBOOL IsGlowMaterial()
        {
    	    return (SequenceItems.Num() && SequenceItems(0).Material) ? SequenceItems(0).Material->IsGlowMaterial() : 0;
        }
        virtual UBOOL IsBumpMapped()
        {
    	    return (SequenceItems.Num() && SequenceItems(0).Material) ? SequenceItems(0).Material->IsBumpMapped() : 0;
        }
    #endif
    }

    enum EMaterialSequenceAction
    {
    	MSA_ShowMaterial,
    	MSA_FadeToMaterial,
    };

    struct native MaterialSequenceItem
    {
    	var() editinlineuse Material Material;
    	var() float Time;
    	var() EMaterialSequenceAction Action;
    };

    enum EMaterialSequenceTriggerActon
    {
    	MSTA_Ignore,
    	MSTA_Reset,
    	MSTA_Pause,
    	MSTA_Stop,
    };

    var() array<MaterialSequenceItem> SequenceItems;
    var() EMaterialSequenceTriggerActon TriggerAction;
    var() bool Loop;
    var() bool Paused;
    var transient float CurrentTime;
    var transient float LastTime;
    var float TotalTime;

    function Reset()
    {
    	CurrentTime = 0;
    	LastTime = 0;
    	Paused = default.Paused;
    }

    function Trigger( Actor Other, Actor EventInstigator )
    {
    	switch(TriggerAction)
    	{
    	case MSTA_Reset:
    		CurrentTime = 0;
    		LastTime = 0;
    		break;
    	case MSTA_Pause:
    		Paused = !Paused;
    		break;
    	case MSTA_Stop:
    		Paused = True;
    		break;
    	}
    }

    defaultproperties
    {
    	Loop=True
    	TriggerAction=MSTA_Ignore

    //#if IG_RENDERER	// rowan: set Materialtype for quick casts
    	MaterialType = MT_MaterialSequence
    //#endif
    }

Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

Class file time: ne 5.9.2004 16:01:26.000 - Creation time: st 23.5.2018 00:10:45.162 - Created with UnCodeX