47 lines
1.6 KiB
Ucode
47 lines
1.6 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 ParticleModuleVelocity extends ParticleModuleVelocityBase
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native(Particle)
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editinlinenew
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hidecategories(Object);
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/**
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* The velocity to apply to a particle when it is spawned.
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* Value is retrieved using the EmitterTime of the emitter.
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*/
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var(Velocity) rawdistributionvector StartVelocity;
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/**
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* The velocity to apply to a particle along its radial direction.
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* Direction is determined by subtracting the location of the emitter from the particle location at spawn.
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* Value is retrieved using the EmitterTime of the emitter.
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*/
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var(Velocity) rawdistributionfloat StartVelocityRadial;
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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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/**
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* Extended version of spawn, allows for using a random stream for distribution value retrieval
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*
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* @param Owner The particle emitter instance that is spawning
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* @param Offset The offset to the modules payload data
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* @param SpawnTime The time of the spawn
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* @param InRandomStream The random stream to use for retrieving random values
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*/
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void SpawnEx(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime, class FRandomStream* InRandomStream);
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}
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defaultproperties
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{
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bSpawnModule=true
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Begin Object Class=DistributionVectorUniform Name=DistributionStartVelocity
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End Object
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StartVelocity=(Distribution=DistributionStartVelocity)
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Begin Object Class=DistributionFloatUniform Name=DistributionStartVelocityRadial
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End Object
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StartVelocityRadial=(Distribution=DistributionStartVelocityRadial)
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}
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