SeqInputFloat
Inheritance 19 descendants
- SeqInputFloatcurrent
- 0x4e633020 (removed in patch 14.16)
- 0x577455c5 (removed in patch 14.16)
- 0x98825d29 (removed in patch 14.16)
- 0xa287b3c9 (removed in patch 14.16)
- SeqInputConstFloat
- SeqInputLightHdrScale
- SeqInputLightIntensityScale
- SeqInputMaterialParamFloat
- SeqInputPointLightRadius
- SeqInputVarCameraFarClip
- SeqInputVarCameraFov
- SeqInputVarCameraNearClip
- SeqInputVarCameraZoom
- SeqInputWindSpeed
Class Documentation
Edit documentationA sequence input that produces a float. A sequence input is a small value object that a sequence action reads, and that some actions also write. Inputs nest: a combined input takes two other inputs as operands, and an input that reads a property of an object takes an object input that finds the object. There are inputs for a float, an int, a bool, a string, a vector, a color, a single object, a list of objects, an attachment, the particle effect of a UI element, and inputs that create an object.
Reading. A read either returns a value or fails. No input caches a result: every read evaluates the whole chain of inputs again from its sources. An action that reads an input on every update re-evaluates the chain on every update. Actions such as SequenceActionLerpFloat fail when a read of one of their inputs fails.
Writing. An action that changes a value, such as SequenceActionLerpFloat, writes each new value through its output input. A write either succeeds or fails. An input that cannot be written fails every write.
Forms.
| Form | Classes | Read | Write |
|---|---|---|---|
| Constant | SeqInputConst* |
Returns the stored value. |
SeqInputConstFloat replaces the stored value. |
| Object property by slot | SeqInputVarCameraFov, SeqInputVarCameraNearClip, SeqInputVarCameraFarClip, SeqInputVarCameraZoom, SeqInputVarAttachment, SeqInputVarUiVfx | Reads a property of the object in the Source slot. |
Writes that property on the object. |
| Object property by object input | SeqInputVarPosition, SeqInputVarOrientation | Reads a property of the object that Object returns. |
SeqInputVarPosition writes the position. |
| Object property over a list | SeqInputLightColor, SeqInputLightIntensityScale, SeqInputLightHdrScale, SeqInputPointLightRadius, SeqInputMaterialParamFloat, SeqInputMaterialParamColor, SeqInputObjectEnabled | Reads the property from the first object in Objects that has it. Fails if no object has it. |
Writes the property on every object in Objects that has it. |
| Combined | SeqInputCombinedFloat, SeqInputCombinedVector, SeqInputCombinedColor and the classes based on them | Applies Operation to the reads of LeftSource and RightSource. |
SeqInputCombinedFloat fails every write. |
| Object | SeqInputSelectorObject, SeqInputGameEntityObject, SeqInputMapPlaceableReferenceObject, SeqInputNearestGameEntityByTagObject, SeqInputGameEntityTagObjectArray | Returns one object or a list of objects. | None. |
| Create | SeqInputCreateCamera, SeqInputCreateZoomableCamera, SeqInputCreateEffectEmitter, SeqInputCreateSound | Creates a new object when SequenceActionCreateObject runs. | None. |
Objects and slots. A sequence refers to objects through slots. A
SequenceObjectSelector names a slot, and the code that starts the sequence puts objects
into the slots. SeqInputSelectorObject returns the object in its slot, and the inputs with a
Source property read their slot directly. An input fails when its slot is empty.
Objects provide features: a position and orientation, a camera, a camera zoom, a light, sequence material values, an enabled state and attachment. An input that asks an object for a feature that the object does not provide fails.
Operation. The combined inputs read Operation as follows.
| Value | Name | Float result | Vector and color result |
|---|---|---|---|
0 |
Add | LeftSource + RightSource |
LeftSource + RightSource, per component |
1 |
Subtract | LeftSource - RightSource |
LeftSource - RightSource, per component |
2 |
Multiply | LeftSource * RightSource |
No value |
3 |
Divide | LeftSource / RightSource. A divisor of 0 is not checked. |
No value |
| other | None | No value | No value |
For "No value", the read reports success and writes no result, so the action keeps the value that it held before the read.
Defaults of the create inputs. When one of these input properties is unset, the create inputs fill it with a constant input:
| Property | Value |
|---|---|
Position, orientation |
(0, 0, 0) |
fov |
50 |
nearClip |
50 |
farClip |
10000 |
Zoom |
600 |
EnableOnStart, 0xcae95eff |
true |
scale |
1 |
StartAudioEvent |
an empty string |
SeqInputCreateSound.EndAudioEvent has no default. If it is unset, no end event is posted.
Referenced by 7 classes · 14 properties
- SeqInputCombinedFloat LeftSource
Pointer<SeqInputFloat>RightSourcePointer<SeqInputFloat> - SeqInputCreateCamera farClip
Pointer<SeqInputFloat>fovPointer<SeqInputFloat>nearClipPointer<SeqInputFloat> - SeqInputCreateEffectEmitter scale
Pointer<SeqInputFloat> - SeqInputCreateZoomableCamera Zoom
Pointer<SeqInputFloat> - SequenceActionCurveFloat CurveValue
Pointer<SeqInputFloat> - SequenceActionLerpFloat 0xacddc1f1
Pointer<SeqInputFloat>EndValuePointer<SeqInputFloat>StartValuePointer<SeqInputFloat> - SequenceActionShakeMainCamera FalloffRate
Pointer<SeqInputFloat>MagnitudePointer<SeqInputFloat>ShakesPerSecPointer<SeqInputFloat>