70 lines
2.3 KiB
Ucode
70 lines
2.3 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_ProjectileFactory extends SeqAct_ActorFactory
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native(Sequence);
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cpptext
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{
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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virtual UBOOL UpdateOp(FLOAT DeltaTime);
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virtual void DeActivated();
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virtual void Spawned(UObject *NewSpawn);
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};
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/**
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* The particle system to spawn as the muzzle flash.
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*/
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var(MuzzleFlash) ParticleSystem PSTemplate;
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/**
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* The name of the socket to spawn the muzzle flash at.
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* If set, takes precedence over the bone name.
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*/
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var(MuzzleFlash) Name SocketName;
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/**
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* The name of the bone to spawn the muzzle flash at.
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* If SocketName is set, it takes precedence over this.
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*/
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var(MuzzleFlash) Name BoneName;
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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() + 0;
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};
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defaultproperties
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{
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ObjName="Projectile Factory"
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ObjCategory="Actor"
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InputLinks(0)=(LinkDesc="Spawn Projectile")
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// InputLinks(1)=(LinkDesc="Enable")
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// InputLinks(2)=(LinkDesc="Disable")
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// InputLinks(3)=(LinkDesc="Toggle")
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// VariableLinks.Empty
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// VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Spawn Point",PropertyName=SpawnPoints)
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// VariableLinks(1)=(ExpectedType=class'SeqVar_Object',LinkDesc="Spawned",MinVars=0,bWriteable=true)
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// VariableLinks(2)=(ExpectedType=class'SeqVar_Int',LinkDesc="Spawn Count",PropertyName=SpawnCount)
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// VariableLinks(3)=(ExpectedType=class'SeqVar_Vector',LinkDesc="Spawn Location",PropertyName=SpawnLocations)
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// VariableLinks(4)=(ExpectedType=class'SeqVar_Vector',LinkDesc="Spawn Direction",PropertyName=SpawnOrientations)
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// SpawnCount=1
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SpawnDelay=0.0f
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// bCheckSpawnCollision=TRUE
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// LastSpawnIdx=-1
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// bEnabled=TRUE
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}
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