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KF2-Dev-Scripts/UDKBase/classes/UDKEmitCameraEffect.uc

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2020-12-13 15:01:13 +00:00
/**
* Base class for emitters which should be attached to the camera (for example blood effects across the screen)
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class UDKEmitCameraEffect extends Emitter
abstract
native;
/** How far in front of the camera this emitter should live. */
var() protected float DistFromCamera;
/** Camera this emitter is attached to, will be notified when emitter is destroyed */
var protected UDKPlayerController Cam;
simulated event PostBeginPlay()
{
// render in front of all in world objects
ParticleSystemComponent.SetDepthPriorityGroup(SDPG_Foreground);
super.PostBeginPlay();
}
/**
* Tell camera to remove this effect when destroyed
*/
function Destroyed()
{
Cam.RemoveCameraEffect(self);
super.Destroyed();
}
/** Tell the emitter what camera it is attached to. */
function RegisterCamera( UDKPlayerController inCam )
{
Cam = inCam;
}
/** Given updated camera information, adjust this effect to display appropriately. */
native function UpdateLocation( const out vector CamLoc, const out rotator CamRot, float CamFOVDeg );
defaultproperties
{
Begin Object Name=ParticleSystemComponent0
End Object
// makes sure I tick after the camera
TickGroup=TG_DuringAsyncWork
DistFromCamera=90
LifeSpan=10.0f
bDestroyOnSystemFinish=true
bNetInitialRotation=true
bNoDelete=false
}