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KF2-Dev-Scripts/Engine/Classes/ParticleLODLevel.uc

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2020-12-13 15:01:13 +00:00
/**
* ParticleLODLevel
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class ParticleLODLevel extends Object
native(Particle)
collapsecategories
hidecategories(Object)
editinlinenew;
/** The index value of the LOD level */
var const int Level;
/** True if the LOD level is enabled, meaning it should be updated and rendered. */
var bool bEnabled;
/** The required module for this LOD level */
var editinline export ParticleModuleRequired RequiredModule;
/** An array of particle modules that contain the adjusted data for the LOD level */
var editinline export array<ParticleModule> Modules;
// Module<SINGULAR> used for emitter type "extension".
var export ParticleModule TypeDataModule;
/** The SpawnRate/Burst module - required by all emitters. */
var export ParticleModuleSpawn SpawnModule;
/** The optional EventGenerator module. */
var export ParticleModuleEventGenerator EventGenerator;
/** SpawningModules - These are called to determine how many particles to spawn. */
var native array<ParticleModuleSpawnBase> SpawningModules;
/** SpawnModules - These are called when particles are spawned. */
var native array<ParticleModule> SpawnModules;
/** UpdateModules - These are called when particles are updated. */
var native array<ParticleModule> UpdateModules;
/** OrbitModules
* These are used to do offsets of the sprite from the particle location.
*/
var native array<ParticleModuleOrbit> OrbitModules;
/** Event receiver modules only! */
var native array<ParticleModuleEventReceiverBase> EventReceiverModules;
var bool ConvertedModules;
var int PeakActiveParticles;
cpptext
{
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
virtual void PostLoad();
virtual void UpdateModuleLists();
virtual UBOOL GenerateFromLODLevel(UParticleLODLevel* SourceLODLevel, FLOAT Percentage, UBOOL bGenerateModuleData = TRUE);
/**
* CalculateMaxActiveParticleCount
* Determine the maximum active particles that could occur with this emitter.
* This is to avoid reallocation during the life of the emitter.
*
* @return The maximum active particle count for the LOD level.
*/
virtual INT CalculateMaxActiveParticleCount();
/**
* Update to the new SpawnModule method
*/
void ConvertToSpawnModule();
/**
* Return the index of the given module if it is contained in the LOD level
*/
INT GetModuleIndex(UParticleModule* InModule);
/**
* Return the module at the given index if it is contained in the LOD level
*/
UParticleModule* GetModuleAtIndex(INT InIndex);
/**
* Sets the LOD 'Level' to the given value, properly updating the modules LOD validity settings.
*/
virtual void SetLevelIndex(INT InLevelIndex);
// For Cascade
void AddCurvesToEditor(UInterpCurveEdSetup* EdSetup);
void RemoveCurvesFromEditor(UInterpCurveEdSetup* EdSetup);
void ChangeEditorColor(FColor& Color, UInterpCurveEdSetup* EdSetup);
/**
* Return TRUE if the given module is editable for this LOD level.
*
* @param InModule The module of interest.
* @return TRUE If it is editable for this LOD level.
* FALSE If it is not.
*/
UBOOL IsModuleEditable(UParticleModule* InModule);
}
defaultproperties
{
bEnabled=true
ConvertedModules=true
PeakActiveParticles=0
}