1
0
KF2-Dev-Scripts/Engine/Classes/SeqAct_CameraShake.uc

70 lines
3.0 KiB
Ucode
Raw Permalink Normal View History

2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SeqAct_CameraShake extends SequenceAction
native(Sequence);
/** Parameters that define the shake. */
var() protectedwrite export editinline CameraShake Shake;
/** For easy overall scaling without tweaking the individual parameters. For oscillating shakes, scales amplitude only. */
var() protectedwrite float ShakeScale;
/** Whether or not to do do controller vibration. Code shakes only for now. */
var() protectedwrite bool bDoControllerVibration;
/** A radial shake shakes the camera for all nearby players. If FALSE, shake only the cameras of specified players. */
var() protectedwrite bool bRadialShake;
/** Radius inside which the shake is full magnitude. For radial shakes only. */
var() protectedwrite float RadialShake_InnerRadius<ClampMin=0.0 | editcondition=bRadialShake>;
/** Radius at which the shake reaches 0 magnitude. For radial shakes only. */
var() protectedwrite float RadialShake_OuterRadius<ClampMin=0.0 | editcondition=bRadialShake>;
/** Falloff exponent, defines falloff between inner and outer radii. For CST_Radial shakes only. */
var() protectedwrite float RadialShake_Falloff<ClampMin=0.0 | editcondition=bRadialShake>;
/** 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. */
var() protectedwrite bool bOrientTowardRadialEpicenter<editcondition=bRadialShake>;
/** 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 */
var() protectedwrite ECameraAnimPlaySpace PlaySpace;
var Actor LocationActor;
/**
* Return the version number for this class. Child classes should increment this method by calling Super then adding
* a individual class version to the result. When a class is first created, the number should be 0; each time one of the
* link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of
* Super.GetObjClassVersion() should be incremented by 1.
*
* @return the version number for this specific class.
*/
static event int GetObjClassVersion()
{
return Super.GetObjClassVersion() + 1;
}
defaultproperties
{
ObjName="Camera Shake"
ObjCategory="Camera"
Begin Object Class=CameraShake Name=Shake0
OscillationDuration=1.f
RotOscillation={(Pitch=(Amplitude=150.f,Frequency=40.f),
Yaw=(Amplitude=75.f,Frequency=30.f),
Roll=(Amplitude=150.f,Frequency=60.f))}
End Object
Shake=Shake0
bDoControllerVibration=TRUE
RadialShake_InnerRadius=128
RadialShake_OuterRadius=512
RadialShake_Falloff=2.f
InputLinks(0)=(LinkDesc="Start")
InputLinks(1)=(LinkDesc="Stop")
VariableLinks(1)=(ExpectedType=class'SeqVar_Object',LinkDesc="Location",PropertyName=LocationActor)
ShakeScale=1.f
}