63 lines
2.0 KiB
Ucode
63 lines
2.0 KiB
Ucode
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/**
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* ParticleModuleLocationDirect
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*
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* Sets the location of particles directly.
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class ParticleModuleLocationDirect extends ParticleModuleLocationBase
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native(Particle)
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editinlinenew
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hidecategories(Object);
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/**
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* The location of the particle at a give time. Retrieved using the particle RelativeTime.
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* IMPORTANT: the particle location is set to this value, thereby over-writing any previous module impacts.
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*/
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var(Location) rawdistributionvector Location;
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/**
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* An offset to apply to the position retrieved from the Location calculation.
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* The offset is retrieved using the EmitterTime.
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* The offset will remain constant over the life of the particle.
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*/
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var(Location) rawdistributionvector LocationOffset;
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/**
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* Scales the velocity of the object at a given point in the time-line.
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*/
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var(Location) rawdistributionvector ScaleFactor;
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/** Currently unused. */
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var(Location) rawdistributionvector Direction;
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cpptext
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{
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virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime);
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virtual void Update(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime);
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virtual UINT RequiredBytes(FParticleEmitterInstance* Owner = NULL);
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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}
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defaultproperties
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{
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bSpawnModule=true
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bUpdateModule=true
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Begin Object Class=DistributionVectorUniform Name=DistributionLocation
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End Object
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Location=(Distribution=DistributionLocation)
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Begin Object Class=DistributionVectorConstant Name=DistributionLocationOffset
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Constant=(X=0,Y=0,Z=0)
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End Object
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LocationOffset=(Distribution=DistributionLocationOffset)
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Begin Object Class=DistributionVectorConstant Name=DistributionScaleFactor
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Constant=(X=1,Y=1,Z=1)
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End Object
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ScaleFactor=(Distribution=DistributionScaleFactor)
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Begin Object Class=DistributionVectorUniform Name=DistributionDirection
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End Object
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Direction=(Distribution=DistributionDirection)
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}
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