64 lines
2.0 KiB
Ucode
64 lines
2.0 KiB
Ucode
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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 ParticleModuleOrientationAxisLock extends ParticleModuleOrientationBase
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native(Particle)
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editinlinenew
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hidecategories(Object);
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// Flags indicating lock
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enum EParticleAxisLock
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{
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/** No locking to an axis... */
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EPAL_NONE,
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/** Lock the sprite facing towards the positive X-axis */
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EPAL_X,
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/** Lock the sprite facing towards the positive Y-axis */
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EPAL_Y,
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/** Lock the sprite facing towards the positive Z-axis */
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EPAL_Z,
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/** Lock the sprite facing towards the negative X-axis */
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EPAL_NEGATIVE_X,
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/** Lock the sprite facing towards the negative Y-axis */
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EPAL_NEGATIVE_Y,
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/** Lock the sprite facing towards the negative Z-axis */
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EPAL_NEGATIVE_Z,
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/** Lock the sprite rotation on the X-axis */
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EPAL_ROTATE_X,
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/** Lock the sprite rotation on the Y-axis */
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EPAL_ROTATE_Y,
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/** Lock the sprite rotation on the Z-axis */
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EPAL_ROTATE_Z
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};
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/** The lock axis flag setting.
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* Can be one of the following:
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* EPAL_NONE No locking to an axis.
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* EPAL_X Lock the sprite facing towards +X.
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* EPAL_Y Lock the sprite facing towards +Y.
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* EPAL_Z Lock the sprite facing towards +Z.
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* EPAL_NEGATIVE_X Lock the sprite facing towards -X.
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* EPAL_NEGATIVE_Y Lock the sprite facing towards -Y.
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* EPAL_NEGATIVE_Z Lock the sprite facing towards -Z.
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* EPAL_ROTATE_X Lock the sprite rotation on the X-axis.
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* EPAL_ROTATE_Y Lock the sprite rotation on the Y-axis.
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* EPAL_ROTATE_Z Lock the sprite rotation on the Z-axis.
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*/
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var(Orientation) EParticleAxisLock LockAxisFlags;
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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 void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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virtual void SetLockAxis(EParticleAxisLock eLockFlags);
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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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}
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