70 lines
3.0 KiB
Ucode
70 lines
3.0 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 SeqAct_CameraShake extends SequenceAction
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native(Sequence);
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/** Parameters that define the shake. */
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var() protectedwrite export editinline CameraShake Shake;
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/** For easy overall scaling without tweaking the individual parameters. For oscillating shakes, scales amplitude only. */
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var() protectedwrite float ShakeScale;
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/** Whether or not to do do controller vibration. Code shakes only for now. */
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var() protectedwrite bool bDoControllerVibration;
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/** A radial shake shakes the camera for all nearby players. If FALSE, shake only the cameras of specified players. */
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var() protectedwrite bool bRadialShake;
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/** Radius inside which the shake is full magnitude. For radial shakes only. */
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var() protectedwrite float RadialShake_InnerRadius<ClampMin=0.0 | editcondition=bRadialShake>;
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/** Radius at which the shake reaches 0 magnitude. For radial shakes only. */
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var() protectedwrite float RadialShake_OuterRadius<ClampMin=0.0 | editcondition=bRadialShake>;
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/** Falloff exponent, defines falloff between inner and outer radii. For CST_Radial shakes only. */
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var() protectedwrite float RadialShake_Falloff<ClampMin=0.0 | editcondition=bRadialShake>;
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/** If true, camera shake is rotated to be relative to the shake epicenter before application (e.g. a shake that moves -X will always move away from the shake's origin). Only valid for Radial shakes. Overrides PlaySpace. */
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var() protectedwrite bool bOrientTowardRadialEpicenter<editcondition=bRadialShake>;
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/** Defined how to orient the shaking offsets before applying to the camera. CameraLocal is normal. Is UserDefined, rotation of the LocationActor is used. Ignored for Radial Shakes */
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var() protectedwrite ECameraAnimPlaySpace PlaySpace;
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var Actor LocationActor;
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/**
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* Return the version number for this class. Child classes should increment this method by calling Super then adding
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* a individual class version to the result. When a class is first created, the number should be 0; each time one of the
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* link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of
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* Super.GetObjClassVersion() should be incremented by 1.
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*
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* @return the version number for this specific class.
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*/
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static event int GetObjClassVersion()
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{
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return Super.GetObjClassVersion() + 1;
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}
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defaultproperties
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{
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ObjName="Camera Shake"
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ObjCategory="Camera"
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Begin Object Class=CameraShake Name=Shake0
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OscillationDuration=1.f
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RotOscillation={(Pitch=(Amplitude=150.f,Frequency=40.f),
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Yaw=(Amplitude=75.f,Frequency=30.f),
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Roll=(Amplitude=150.f,Frequency=60.f))}
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End Object
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Shake=Shake0
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bDoControllerVibration=TRUE
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RadialShake_InnerRadius=128
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RadialShake_OuterRadius=512
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RadialShake_Falloff=2.f
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InputLinks(0)=(LinkDesc="Start")
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InputLinks(1)=(LinkDesc="Stop")
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VariableLinks(1)=(ExpectedType=class'SeqVar_Object',LinkDesc="Location",PropertyName=LocationActor)
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ShakeScale=1.f
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}
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