58 lines
1.8 KiB
Ucode
58 lines
1.8 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 ParticleModuleAttractorPoint extends ParticleModuleAttractorBase
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native(Particle)
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editinlinenew
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hidecategories(Object);
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/** The position of the point attractor from the source of the emitter. */
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var(Attractor) rawdistributionvector Position;
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/** The radial range of the attractor. */
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var(Attractor) rawdistributionfloat Range;
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/** The strength of the point attractor. */
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var(Attractor) rawdistributionfloat Strength;
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/** The strength curve is a function of distance or of time. */
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var(Attractor) bool StrengthByDistance;
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/** If TRUE, the velocity adjustment will be applied to the base velocity. */
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var(Attractor) bool bAffectBaseVelocity;
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/** If TRUE, set the velocity. */
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var(Attractor) bool bOverrideVelocity;
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/** If TRUE, treat the position as world space. So don't transform the the point to localspace. */
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var(Attractor) bool bUseWorldSpacePosition;
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cpptext
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{
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virtual void Update(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime);
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virtual void Render3DPreview(FParticleEmitterInstance* Owner, const FSceneView* View,FPrimitiveDrawInterface* PDI);
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}
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defaultproperties
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{
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bUpdateModule=true
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Begin Object Class=DistributionVectorConstant Name=DistributionPosition
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End Object
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Position=(Distribution=DistributionPosition)
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Begin Object Class=DistributionFloatConstant Name=DistributionRange
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End Object
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Range=(Distribution=DistributionRange)
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Begin Object Class=DistributionFloatConstant Name=DistributionStrength
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End Object
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Strength=(Distribution=DistributionStrength)
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StrengthByDistance=true
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bAffectBaseVelocity=false
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bOverrideVelocity=false
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bSupported3DDrawMode=true
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}
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